Mercurial > cortex
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author | Robert McIntyre <rlm@mit.edu> |
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date | Mon, 12 May 2014 12:49:18 -0400 |
parents | 6299450f9618 |
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1 #+title: =CORTEX=2 #+author: Robert McIntyre3 #+email: rlm@mit.edu4 #+description: Using embodied AI to facilitate Artificial Imagination.5 #+keywords: AI, clojure, embodiment6 #+LaTeX_CLASS_OPTIONS: [nofloat]8 * COMMENT templates9 #+caption:10 #+caption:11 #+caption:12 #+caption:13 #+name: name14 #+begin_listing clojure15 #+BEGIN_SRC clojure16 #+END_SRC17 #+end_listing19 #+caption:20 #+caption:21 #+caption:22 #+name: name23 #+ATTR_LaTeX: :width 10cm24 [[./images/aurellem-gray.png]]26 #+caption:27 #+caption:28 #+caption:29 #+caption:30 #+name: name31 #+begin_listing clojure32 #+BEGIN_SRC clojure33 #+END_SRC34 #+end_listing36 #+caption:37 #+caption:38 #+caption:39 #+name: name40 #+ATTR_LaTeX: :width 10cm41 [[./images/aurellem-gray.png]]44 * Empathy \& Embodiment: problem solving strategies46 By the time you have read this thesis, you will understand a novel47 approach to representing and recognizing physical actions using48 embodiment and empathy. You will also see one way to efficiently49 implement physical empathy for embodied creatures. Finally, you will50 become familiar with =CORTEX=, a system for designing and simulating51 creatures with rich senses, which I have designed as a library that52 you can use in your own research. Note that I /do not/ process video53 directly --- I start with knowledge of the positions of a creature's54 body parts and work from there.56 This is the core vision of my thesis: That one of the important ways57 in which we understand others is by imagining ourselves in their58 position and empathically feeling experiences relative to our own59 bodies. By understanding events in terms of our own previous60 corporeal experience, we greatly constrain the possibilities of what61 would otherwise be an unwieldy exponential search. This extra62 constraint can be the difference between easily understanding what63 is happening in a video and being completely lost in a sea of64 incomprehensible color and movement.66 ** The problem: recognizing actions is hard!68 Examine figure \ref{cat-drink}. What is happening? As you, and69 indeed very young children, can easily determine, this is an image70 of drinking.72 #+caption: A cat drinking some water. Identifying this action is73 #+caption: beyond the capabilities of existing computer vision systems.74 #+name: cat-drink75 #+ATTR_LaTeX: :width 7cm76 [[./images/cat-drinking.jpg]]78 Nevertheless, it is beyond the state of the art for a computer79 vision program to describe what's happening in this image. Part of80 the problem is that many computer vision systems focus on81 pixel-level details or comparisons to example images (such as82 \cite{volume-action-recognition}), but the 3D world is so variable83 that it is hard to describe the world in terms of possible images.85 In fact, the contents of a scene may have much less to do with86 pixel probabilities than with recognizing various affordances:87 things you can move, objects you can grasp, spaces that can be88 filled . For example, what processes might enable you to see the89 chair in figure \ref{hidden-chair}?91 #+caption: The chair in this image is quite obvious to humans, but92 #+caption: it can't be found by any modern computer vision program.93 #+name: hidden-chair94 #+ATTR_LaTeX: :width 10cm95 [[./images/fat-person-sitting-at-desk.jpg]]97 Finally, how is it that you can easily tell the difference between98 how the girl's /muscles/ are working in figure \ref{girl}?100 #+caption: The mysterious ``common sense'' appears here as you are able101 #+caption: to discern the difference in how the girl's arm muscles102 #+caption: are activated between the two images. When you compare103 #+caption: these two images, do you feel something in your own arm104 #+caption: muscles?105 #+name: girl106 #+ATTR_LaTeX: :width 7cm107 [[./images/wall-push.png]]109 Each of these examples tells us something about what might be going110 on in our minds as we easily solve these recognition problems:112 - The hidden chair shows us that we are strongly triggered by cues113 relating to the position of human bodies, and that we can114 determine the overall physical configuration of a human body even115 if much of that body is occluded.117 - The picture of the girl pushing against the wall tells us that we118 have common sense knowledge about the kinetics of our own bodies.119 We know well how our muscles would have to work to maintain us in120 most positions, and we can easily project this self-knowledge to121 imagined positions triggered by images of the human body.123 - The cat tells us that imagination of some kind plays an important124 role in understanding actions. The question is: Can we be more125 precise about what sort of imagination is required to understand126 these actions?128 ** A step forward: the sensorimotor-centered approach130 In this thesis, I explore the idea that our knowledge of our own131 bodies, combined with our own rich senses, enables us to recognize132 the actions of others.134 For example, I think humans are able to label the cat video as135 ``drinking'' because they imagine /themselves/ as the cat, and136 imagine putting their face up against a stream of water and137 sticking out their tongue. In that imagined world, they can feel138 the cool water hitting their tongue, and feel the water entering139 their body, and are able to recognize that /feeling/ as drinking.140 So, the label of the action is not really in the pixels of the141 image, but is found clearly in a simulation / recollection inspired142 by those pixels. An imaginative system, having been trained on143 drinking and non-drinking examples and learning that the most144 important component of drinking is the feeling of water flowing145 down one's throat, would analyze a video of a cat drinking in the146 following manner:148 1. Create a physical model of the video by putting a ``fuzzy''149 model of its own body in place of the cat. Possibly also create150 a simulation of the stream of water.152 2. Play out this simulated scene and generate imagined sensory153 experience. This will include relevant muscle contractions, a154 close up view of the stream from the cat's perspective, and most155 importantly, the imagined feeling of water entering the mouth.156 The imagined sensory experience can come from a simulation of157 the event, but can also be pattern-matched from previous,158 similar embodied experience.160 3. The action is now easily identified as drinking by the sense of161 taste alone. The other senses (such as the tongue moving in and162 out) help to give plausibility to the simulated action. Note that163 the sense of vision, while critical in creating the simulation,164 is not critical for identifying the action from the simulation.166 For the chair examples, the process is even easier:168 1. Align a model of your body to the person in the image.170 2. Generate proprioceptive sensory data from this alignment.172 3. Use the imagined proprioceptive data as a key to lookup related173 sensory experience associated with that particular proprioceptive174 feeling.176 4. Retrieve the feeling of your bottom resting on a surface, your177 knees bent, and your leg muscles relaxed.179 5. This sensory information is consistent with your =sitting?=180 sensory predicate, so you (and the entity in the image) must be181 sitting.183 6. There must be a chair-like object since you are sitting.185 Empathy offers yet another alternative to the age-old AI186 representation question: ``What is a chair?'' --- A chair is the187 feeling of sitting!189 One powerful advantage of empathic problem solving is that it190 factors the action recognition problem into two easier problems. To191 use empathy, you need an /aligner/, which takes the video and a192 model of your body, and aligns the model with the video. Then, you193 need a /recognizer/, which uses the aligned model to interpret the194 action. The power in this method lies in the fact that you describe195 all actions from a body-centered viewpoint. You are less tied to196 the particulars of any visual representation of the actions. If you197 teach the system what ``running'' is, and you have a good enough198 aligner, the system will from then on be able to recognize running199 from any point of view -- even strange points of view like above or200 underneath the runner. This is in contrast to action recognition201 schemes that try to identify actions using a non-embodied approach.202 If these systems learn about running as viewed from the side, they203 will not automatically be able to recognize running from any other204 viewpoint.206 Another powerful advantage is that using the language of multiple207 body-centered rich senses to describe body-centered actions offers208 a massive boost in descriptive capability. Consider how difficult209 it would be to compose a set of HOG (Histogram of Oriented210 Gradients) filters to describe the action of a simple worm-creature211 ``curling'' so that its head touches its tail, and then behold the212 simplicity of describing thus action in a language designed for the213 task (listing \ref{grand-circle-intro}):215 #+caption: Body-centered actions are best expressed in a body-centered216 #+caption: language. This code detects when the worm has curled into a217 #+caption: full circle. Imagine how you would replicate this functionality218 #+caption: using low-level pixel features such as HOG filters!219 #+name: grand-circle-intro220 #+begin_listing clojure221 #+begin_src clojure222 (defn grand-circle?223 "Does the worm form a majestic circle (one end touching the other)?"224 [experiences]225 (and (curled? experiences)226 (let [worm-touch (:touch (peek experiences))227 tail-touch (worm-touch 0)228 head-touch (worm-touch 4)]229 (and (< 0.2 (contact worm-segment-bottom-tip tail-touch))230 (< 0.2 (contact worm-segment-top-tip head-touch))))))231 #+end_src232 #+end_listing234 ** =EMPATH= recognizes actions using empathy236 Exploring these ideas further demands a concrete implementation, so237 first, I built a system for constructing virtual creatures with238 physiologically plausible sensorimotor systems and detailed239 environments. The result is =CORTEX=, which I describe in chapter240 \ref{sec-2}.242 Next, I wrote routines which enabled a simple worm-like creature to243 infer the actions of a second worm-like creature, using only its244 own prior sensorimotor experiences and knowledge of the second245 worm's joint positions. This program, =EMPATH=, is described in246 chapter \ref{sec-3}. It's main components are:248 - Embodied Action Definitions :: Many otherwise complicated actions249 are easily described in the language of a full suite of250 body-centered, rich senses and experiences. For example,251 drinking is the feeling of water flowing down your throat, and252 cooling your insides. It's often accompanied by bringing your253 hand close to your face, or bringing your face close to water.254 Sitting down is the feeling of bending your knees, activating255 your quadriceps, then feeling a surface with your bottom and256 relaxing your legs. These body-centered action descriptions257 can be either learned or hard coded.259 - Guided Play :: The creature moves around and experiences the260 world through its unique perspective. As the creature moves,261 it gathers experiences that satisfy the embodied action262 definitions.264 - Posture Imitation :: When trying to interpret a video or image,265 the creature takes a model of itself and aligns it with266 whatever it sees. This alignment might even cross species, as267 when humans try to align themselves with things like ponies,268 dogs, or other humans with a different body type.270 - Empathy :: The alignment triggers associations with271 sensory data from prior experiences. For example, the272 alignment itself easily maps to proprioceptive data. Any273 sounds or obvious skin contact in the video can to a lesser274 extent trigger previous experience keyed to hearing or touch.275 Segments of previous experiences gained from play are stitched276 together to form a coherent and complete sensory portrait of277 the scene.279 - Recognition :: With the scene described in terms of remembered280 first person sensory events, the creature can now run its281 action-definition programs (such as the one in listing282 \ref{grand-circle-intro}) on this synthesized sensory data,283 just as it would if it were actually experiencing the scene284 first-hand. If previous experience has been accurately285 retrieved, and if it is analogous enough to the scene, then286 the creature will correctly identify the action in the scene.288 My program =EMPATH= uses this empathic problem solving technique289 to interpret the actions of a simple, worm-like creature.291 #+caption: The worm performs many actions during free play such as292 #+caption: curling, wiggling, and resting.293 #+name: worm-intro294 #+ATTR_LaTeX: :width 15cm295 [[./images/worm-intro-white.png]]297 #+caption: =EMPATH= recognized and classified each of these298 #+caption: poses by inferring the complete sensory experience299 #+caption: from proprioceptive data.300 #+name: worm-recognition-intro301 #+ATTR_LaTeX: :width 15cm302 [[./images/worm-poses.png]]304 *** Main Results306 - After one-shot supervised training, =EMPATH= was able to307 recognize a wide variety of static poses and dynamic308 actions---ranging from curling in a circle to wiggling with a309 particular frequency --- with 95\% accuracy.311 - These results were completely independent of viewing angle312 because the underlying body-centered language fundamentally is313 independent; once an action is learned, it can be recognized314 equally well from any viewing angle.316 - =EMPATH= is surprisingly short; the sensorimotor-centered317 language provided by =CORTEX= resulted in extremely economical318 recognition routines --- about 500 lines in all --- suggesting319 that such representations are very powerful, and often320 indispensable for the types of recognition tasks considered here.322 - For expediency's sake, I relied on direct knowledge of joint323 positions in this proof of concept. However, I believe that the324 structure of =EMPATH= and =CORTEX= will make future work to325 enable video analysis much easier than it would otherwise be.327 ** =EMPATH= is built on =CORTEX=, a creature builder.329 I built =CORTEX= to be a general AI research platform for doing330 experiments involving multiple rich senses and a wide variety and331 number of creatures. I intend it to be useful as a library for many332 more projects than just this thesis. =CORTEX= was necessary to meet333 a need among AI researchers at CSAIL and beyond, which is that334 people often will invent wonderful ideas that are best expressed in335 the language of creatures and senses, but in order to explore those336 ideas they must first build a platform in which they can create337 simulated creatures with rich senses! There are many ideas that338 would be simple to execute (such as =EMPATH= or Larson's339 self-organizing maps (\cite{larson-symbols})), but attached to them340 is the multi-month effort to make a good creature simulator. Often,341 that initial investment of time proves to be too much, and the342 project must make do with a lesser environment or be abandoned343 entirely.345 =CORTEX= is well suited as an environment for embodied AI research346 for three reasons:348 - You can design new creatures using Blender (\cite{blender}), a349 popular, free 3D modeling program. Each sense can be specified350 using special Blender nodes with biologically inspired351 parameters. You need not write any code to create a creature, and352 can use a wide library of pre-existing blender models as a base353 for your own creatures.355 - =CORTEX= implements a wide variety of senses: touch,356 proprioception, vision, hearing, and muscle tension. Complicated357 senses like touch and vision involve multiple sensory elements358 embedded in a 2D surface. You have complete control over the359 distribution of these sensor elements through the use of simple360 image files. =CORTEX= implements more comprehensive hearing than361 any other creature simulation system available.363 - =CORTEX= supports any number of creatures and any number of364 senses. Time in =CORTEX= dilates so that the simulated creatures365 always perceive a perfectly smooth flow of time, regardless of366 the actual computational load.368 =CORTEX= is built on top of =jMonkeyEngine3=369 (\cite{jmonkeyengine}), which is a video game engine designed to370 create cross-platform 3D desktop games. =CORTEX= is mainly written371 in clojure, a dialect of =LISP= that runs on the Java Virtual372 Machine (JVM). The API for creating and simulating creatures and373 senses is entirely expressed in clojure, though many senses are374 implemented at the layer of jMonkeyEngine or below. For example,375 for the sense of hearing I use a layer of clojure code on top of a376 layer of java JNI bindings that drive a layer of =C++= code which377 implements a modified version of =OpenAL= to support multiple378 listeners. =CORTEX= is the only simulation environment that I know379 of that can support multiple entities that can each hear the world380 from their own perspective. Other senses also require a small layer381 of Java code. =CORTEX= also uses =bullet=, a physics simulator382 written in =C=.384 #+caption: Here is the worm from figure \ref{worm-intro} modeled385 #+caption: in Blender, a free 3D-modeling program. Senses and386 #+caption: joints are described using special nodes in Blender.387 #+name: worm-recognition-intro-2388 #+ATTR_LaTeX: :width 12cm389 [[./images/blender-worm.png]]391 Here are some things I anticipate that =CORTEX= might be used for:393 - exploring new ideas about sensory integration394 - distributed communication among swarm creatures395 - self-learning using free exploration,396 - evolutionary algorithms involving creature construction397 - exploration of exotic senses and effectors that are not possible398 in the real world (such as telekinesis or a semantic sense)399 - imagination using subworlds401 During one test with =CORTEX=, I created 3,000 creatures each with402 its own independent senses and ran them all at only 1/80 real time.403 In another test, I created a detailed model of my own hand,404 equipped with a realistic distribution of touch (more sensitive at405 the fingertips), as well as eyes and ears, and it ran at around 1/4406 real time.408 #+BEGIN_LaTeX409 \begin{sidewaysfigure}410 \includegraphics[width=9.5in]{images/full-hand.png}411 \caption{412 I modeled my own right hand in Blender and rigged it with all the413 senses that {\tt CORTEX} supports. My simulated hand has a414 biologically inspired distribution of touch sensors. The senses are415 displayed on the right (the red/black squares are raw sensory output),416 and the simulation is displayed on the417 left. Notice that my hand is curling its fingers, that it can see418 its own finger from the eye in its palm, and that it can feel its419 own thumb touching its palm.}420 \end{sidewaysfigure}421 #+END_LaTeX423 * Designing =CORTEX=425 In this chapter, I outline the design decisions that went into426 making =CORTEX=, along with some details about its implementation.427 (A practical guide to getting started with =CORTEX=, which skips428 over the history and implementation details presented here, is429 provided in an appendix at the end of this thesis.)431 Throughout this project, I intended for =CORTEX= to be flexible and432 extensible enough to be useful for other researchers who want to433 test ideas of their own. To this end, wherever I have had to make434 architectural choices about =CORTEX=, I have chosen to give as much435 freedom to the user as possible, so that =CORTEX= may be used for436 things I have not foreseen.438 ** Building in simulation versus reality439 The most important architectural decision of all is the choice to440 use a computer-simulated environment in the first place! The world441 is a vast and rich place, and for now simulations are a very poor442 reflection of its complexity. It may be that there is a significant443 qualitative difference between dealing with senses in the real444 world and dealing with pale facsimiles of them in a simulation445 (\cite{brooks-representation}). What are the advantages and446 disadvantages of a simulation vs. reality?448 *** Simulation450 The advantages of virtual reality are that when everything is a451 simulation, experiments in that simulation are absolutely452 reproducible. It's also easier to change the creature and453 environment to explore new situations and different sensory454 combinations.456 If the world is to be simulated on a computer, then not only do457 you have to worry about whether the creature's senses are rich458 enough to learn from the world, but whether the world itself is459 rendered with enough detail and realism to give enough working460 material to the creature's senses. To name just a few461 difficulties facing modern physics simulators: destructibility of462 the environment, simulation of water/other fluids, large areas,463 nonrigid bodies, lots of objects, smoke. I don't know of any464 computer simulation that would allow a creature to take a rock465 and grind it into fine dust, then use that dust to make a clay466 sculpture, at least not without spending years calculating the467 interactions of every single small grain of dust. Maybe a468 simulated world with today's limitations doesn't provide enough469 richness for real intelligence to evolve.471 *** Reality473 The other approach for playing with senses is to hook your474 software up to real cameras, microphones, robots, etc., and let it475 loose in the real world. This has the advantage of eliminating476 concerns about simulating the world at the expense of increasing477 the complexity of implementing the senses. Instead of just478 grabbing the current rendered frame for processing, you have to479 use an actual camera with real lenses and interact with photons to480 get an image. It is much harder to change the creature, which is481 now partly a physical robot of some sort, since doing so involves482 changing things around in the real world instead of modifying483 lines of code. While the real world is very rich and definitely484 provides enough stimulation for intelligence to develop (as485 evidenced by our own existence), it is also uncontrollable in the486 sense that a particular situation cannot be recreated perfectly or487 saved for later use. It is harder to conduct Science because it is488 harder to repeat an experiment. The worst thing about using the489 real world instead of a simulation is the matter of time. Instead490 of simulated time you get the constant and unstoppable flow of491 real time. This severely limits the sorts of software you can use492 to program an AI, because all sense inputs must be handled in real493 time. Complicated ideas may have to be implemented in hardware or494 may simply be impossible given the current speed of our495 processors. Contrast this with a simulation, in which the flow of496 time in the simulated world can be slowed down to accommodate the497 limitations of the creature's programming. In terms of cost, doing498 everything in software is far cheaper than building custom499 real-time hardware. All you need is a laptop and some patience.501 ** Simulated time enables rapid prototyping \& simple programs503 I envision =CORTEX= being used to support rapid prototyping and504 iteration of ideas. Even if I could put together a well constructed505 kit for creating robots, it would still not be enough because of506 the scourge of real-time processing. Anyone who wants to test their507 ideas in the real world must always worry about getting their508 algorithms to run fast enough to process information in real time.509 The need for real time processing only increases if multiple senses510 are involved. In the extreme case, even simple algorithms will have511 to be accelerated by ASIC chips or FPGAs, turning what would512 otherwise be a few lines of code and a 10x speed penalty into a513 multi-month ordeal. For this reason, =CORTEX= supports514 /time-dilation/, which scales back the framerate of the simulation515 in proportion to the amount of processing each frame. From the516 perspective of the creatures inside the simulation, time always517 appears to flow at a constant rate, regardless of how complicated518 the environment becomes or how many creatures are in the519 simulation. The cost is that =CORTEX= can sometimes run slower than520 real time. Time dilation works both ways, however --- simulations521 of very simple creatures in =CORTEX= generally run at 40x real-time522 on my machine!524 ** All sense organs are two-dimensional surfaces526 If =CORTEX= is to support a wide variety of senses, it would help527 to have a better understanding of what a sense actually is! While528 vision, touch, and hearing all seem like they are quite different529 things, I was surprised to learn during the course of this thesis530 that they (and all physical senses) can be expressed as exactly the531 same mathematical object!533 Human beings are three-dimensional objects, and the nerves that534 transmit data from our various sense organs to our brain are535 essentially one-dimensional. This leaves up to two dimensions in536 which our sensory information may flow. For example, imagine your537 skin: it is a two-dimensional surface around a three-dimensional538 object (your body). It has discrete touch sensors embedded at539 various points, and the density of these sensors corresponds to the540 sensitivity of that region of skin. Each touch sensor connects to a541 nerve, all of which eventually are bundled together as they travel542 up the spinal cord to the brain. Intersect the spinal nerves with a543 guillotining plane and you will see all of the sensory data of the544 skin revealed in a roughly circular two-dimensional image which is545 the cross section of the spinal cord. Points on this image that are546 close together in this circle represent touch sensors that are547 /probably/ close together on the skin, although there is of course548 some cutting and rearrangement that has to be done to transfer the549 complicated surface of the skin onto a two dimensional image.551 Most human senses consist of many discrete sensors of various552 properties distributed along a surface at various densities. For553 skin, it is Pacinian corpuscles, Meissner's corpuscles, Merkel's554 disks, and Ruffini's endings (\cite{textbook901}), which detect555 pressure and vibration of various intensities. For ears, it is the556 stereocilia distributed along the basilar membrane inside the557 cochlea; each one is sensitive to a slightly different frequency of558 sound. For eyes, it is rods and cones distributed along the surface559 of the retina. In each case, we can describe the sense with a560 surface and a distribution of sensors along that surface.562 In fact, almost every human sense can be effectively described in563 terms of a surface containing embedded sensors. If the sense had564 any more dimensions, then there wouldn't be enough room in the565 spinal cord to transmit the information!567 Therefore, =CORTEX= must support the ability to create objects and568 then be able to ``paint'' points along their surfaces to describe569 each sense.571 Fortunately this idea is already a well known computer graphics572 technique called /UV-mapping/. In UV-mapping, the three-dimensional573 surface of a model is cut and smooshed until it fits on a574 two-dimensional image. You paint whatever you want on that image,575 and when the three-dimensional shape is rendered in a game the576 smooshing and cutting is reversed and the image appears on the577 three-dimensional object.579 To make a sense, interpret the UV-image as describing the580 distribution of that senses' sensors. To get different types of581 sensors, you can either use a different color for each type of582 sensor, or use multiple UV-maps, each labeled with that sensor583 type. I generally use a white pixel to mean the presence of a584 sensor and a black pixel to mean the absence of a sensor, and use585 one UV-map for each sensor-type within a given sense.587 #+CAPTION: The UV-map for an elongated icososphere. The white588 #+caption: dots each represent a touch sensor. They are dense589 #+caption: in the regions that describe the tip of the finger,590 #+caption: and less dense along the dorsal side of the finger591 #+caption: opposite the tip.592 #+name: finger-UV593 #+ATTR_latex: :width 10cm594 [[./images/finger-UV.png]]596 #+caption: Ventral side of the UV-mapped finger. Note the597 #+caption: density of touch sensors at the tip.598 #+name: finger-side-view599 #+ATTR_LaTeX: :width 10cm600 [[./images/finger-1.png]]602 ** Video game engines provide ready-made physics and shading604 I did not need to write my own physics simulation code or shader to605 build =CORTEX=. Doing so would lead to a system that is impossible606 for anyone but myself to use anyway. Instead, I use a video game607 engine as a base and modify it to accommodate the additional needs608 of =CORTEX=. Video game engines are an ideal starting point to609 build =CORTEX=, because they are not far from being creature610 building systems themselves.612 First off, general purpose video game engines come with a physics613 engine and lighting / sound system. The physics system provides614 tools that can be co-opted to serve as touch, proprioception, and615 muscles. Because some games support split screen views, a good616 video game engine will allow you to efficiently create multiple617 cameras in the simulated world that can be used as eyes. Video game618 systems offer integrated asset management for things like textures619 and creature models, providing an avenue for defining creatures.620 They also understand UV-mapping, because this technique is used to621 apply a texture to a model. Finally, because video game engines622 support a large number of developers, as long as =CORTEX= doesn't623 stray too far from the base system, other researchers can turn to624 this community for help when doing their research.626 ** =CORTEX= is based on jMonkeyEngine3628 While preparing to build =CORTEX= I studied several video game629 engines to see which would best serve as a base. The top contenders630 were:632 - [[http://www.idsoftware.com][Quake II]]/[[http://www.bytonic.de/html/jake2.html][Jake2]] :: The Quake II engine was designed by ID software633 in 1997. All the source code was released by ID software into634 the Public Domain several years ago, and as a result it has635 been ported to many different languages. This engine was636 famous for its advanced use of realistic shading and it had637 decent and fast physics simulation. The main advantage of the638 Quake II engine is its simplicity, but I ultimately rejected639 it because the engine is too tied to the concept of a640 first-person shooter game. One of the problems I had was that641 there does not seem to be any easy way to attach multiple642 cameras to a single character. There are also several physics643 clipping issues that are corrected in a way that only applies644 to the main character and do not apply to arbitrary objects.646 - [[http://source.valvesoftware.com/][Source Engine]] :: The Source Engine evolved from the Quake II647 and Quake I engines and is used by Valve in the Half-Life648 series of games. The physics simulation in the Source Engine649 is quite accurate and probably the best out of all the engines650 I investigated. There is also an extensive community actively651 working with the engine. However, applications that use the652 Source Engine must be written in C++, the code is not open, it653 only runs on Windows, and the tools that come with the SDK to654 handle models and textures are complicated and awkward to use.656 - [[http://jmonkeyengine.com/][jMonkeyEngine3]] :: jMonkeyEngine3 is a new library for creating657 games in Java. It uses OpenGL to render to the screen and uses658 screengraphs to avoid drawing things that do not appear on the659 screen. It has an active community and several games in the660 pipeline. The engine was not built to serve any particular661 game but is instead meant to be used for any 3D game.663 I chose jMonkeyEngine3 because it had the most features out of all664 the free projects I looked at, and because I could then write my665 code in clojure, an implementation of =LISP= that runs on the JVM.667 ** =CORTEX= uses Blender to create creature models669 For the simple worm-like creatures I will use later on in this670 thesis, I could define a simple API in =CORTEX= that would allow671 one to create boxes, spheres, etc., and leave that API as the sole672 way to create creatures. However, for =CORTEX= to truly be useful673 for other projects, it needs a way to construct complicated674 creatures. If possible, it would be nice to leverage work that has675 already been done by the community of 3D modelers, or at least676 enable people who are talented at modeling but not programming to677 design =CORTEX= creatures.679 Therefore I use Blender, a free 3D modeling program, as the main680 way to create creatures in =CORTEX=. However, the creatures modeled681 in Blender must also be simple to simulate in jMonkeyEngine3's game682 engine, and must also be easy to rig with =CORTEX='s senses. I683 accomplish this with extensive use of Blender's ``empty nodes.''685 Empty nodes have no mass, physical presence, or appearance, but686 they can hold metadata and have names. I use a tree structure of687 empty nodes to specify senses in the following manner:689 - Create a single top-level empty node whose name is the name of690 the sense.691 - Add empty nodes which each contain meta-data relevant to the692 sense, including a UV-map describing the number/distribution of693 sensors if applicable.694 - Make each empty-node the child of the top-level node.696 #+caption: An example of annotating a creature model with empty697 #+caption: nodes to describe the layout of senses. There are698 #+caption: multiple empty nodes which each describe the position699 #+caption: of muscles, ears, eyes, or joints.700 #+name: sense-nodes701 #+ATTR_LaTeX: :width 10cm702 [[./images/empty-sense-nodes.png]]704 ** Bodies are composed of segments connected by joints706 Blender is a general purpose animation tool, which has been used in707 the past to create high quality movies such as Sintel708 (\cite{blender}). Though Blender can model and render even709 complicated things like water, it is crucial to keep models that710 are meant to be simulated as creatures simple. =Bullet=, which711 =CORTEX= uses though jMonkeyEngine3, is a rigid-body physics712 system. This offers a compromise between the expressiveness of a713 game level and the speed at which it can be simulated, and it means714 that creatures should be naturally expressed as rigid components715 held together by joint constraints.717 But humans are more like a squishy bag wrapped around some hard718 bones which define the overall shape. When we move, our skin bends719 and stretches to accommodate the new positions of our bones.721 One way to make bodies composed of rigid pieces connected by joints722 /seem/ more human-like is to use an /armature/, (or /rigging/)723 system, which defines a overall ``body mesh'' and defines how the724 mesh deforms as a function of the position of each ``bone'' which725 is a standard rigid body. This technique is used extensively to726 model humans and create realistic animations. It is not a good727 technique for physical simulation because it is a lie -- the skin728 is not a physical part of the simulation and does not interact with729 any objects in the world or itself. Objects will pass right though730 the skin until they come in contact with the underlying bone, which731 is a physical object. Without simulating the skin, the sense of732 touch has little meaning, and the creature's own vision will lie to733 it about the true extent of its body. Simulating the skin as a734 physical object requires some way to continuously update the735 physical model of the skin along with the movement of the bones,736 which is unacceptably slow compared to rigid body simulation.738 Therefore, instead of using the human-like ``bony meatbag''739 approach, I decided to base my body plans on multiple solid objects740 that are connected by joints, inspired by the robot =EVE= from the741 movie WALL-E.743 #+caption: =EVE= from the movie WALL-E. This body plan turns744 #+caption: out to be much better suited to my purposes than a more745 #+caption: human-like one.746 #+ATTR_LaTeX: :width 10cm747 [[./images/Eve.jpg]]749 =EVE='s body is composed of several rigid components that are held750 together by invisible joint constraints. This is what I mean by751 /eve-like/. The main reason that I use eve-like bodies is for752 simulation efficiency, and so that there will be correspondence753 between the AI's senses and the physical presence of its body. Each754 individual section is simulated by a separate rigid body that755 corresponds exactly with its visual representation and does not756 change. Sections are connected by invisible joints that are well757 supported in jMonkeyEngine3. Bullet, the physics backend for758 jMonkeyEngine3, can efficiently simulate hundreds of rigid bodies759 connected by joints. Just because sections are rigid does not mean760 they have to stay as one piece forever; they can be dynamically761 replaced with multiple sections to simulate splitting in two. This762 could be used to simulate retractable claws or =EVE='s hands, which763 are able to coalesce into one object in the movie.765 *** Solidifying/Connecting a body767 =CORTEX= creates a creature in two steps: first, it traverses the768 nodes in the Blender file and creates physical representations for769 any of them that have mass defined in their Blender meta-data.771 #+caption: Program for iterating through the nodes in a blender file772 #+caption: and generating physical jMonkeyEngine3 objects with mass773 #+caption: and a matching physics shape.774 #+name: physical775 #+begin_listing clojure776 #+begin_src clojure777 (defn physical!778 "Iterate through the nodes in creature and make them real physical779 objects in the simulation."780 [#^Node creature]781 (dorun782 (map783 (fn [geom]784 (let [physics-control785 (RigidBodyControl.786 (HullCollisionShape.787 (.getMesh geom))788 (if-let [mass (meta-data geom "mass")]789 (float mass) (float 1)))]790 (.addControl geom physics-control)))791 (filter #(isa? (class %) Geometry )792 (node-seq creature)))))793 #+end_src794 #+end_listing796 The next step to making a proper body is to connect those pieces797 together with joints. jMonkeyEngine has a large array of joints798 available via =bullet=, such as Point2Point, Cone, Hinge, and a799 generic Six Degree of Freedom joint, with or without spring800 restitution.802 Joints are treated a lot like proper senses, in that there is a803 top-level empty node named ``joints'' whose children each804 represent a joint.806 #+caption: View of the hand model in Blender showing the main ``joints''807 #+caption: node (highlighted in yellow) and its children which each808 #+caption: represent a joint in the hand. Each joint node has metadata809 #+caption: specifying what sort of joint it is.810 #+name: blender-hand811 #+ATTR_LaTeX: :width 10cm812 [[./images/hand-screenshot1.png]]815 =CORTEX='s procedure for binding the creature together with joints816 is as follows:818 - Find the children of the ``joints'' node.819 - Determine the two spatials the joint is meant to connect.820 - Create the joint based on the meta-data of the empty node.822 The higher order function =sense-nodes= from =cortex.sense=823 simplifies finding the joints based on their parent ``joints''824 node.826 #+caption: Retrieving the children empty nodes from a single827 #+caption: named empty node is a common pattern in =CORTEX=.828 #+caption: Further instances of this technique for the senses829 #+caption: will be omitted830 #+name: get-empty-nodes831 #+begin_listing clojure832 #+begin_src clojure833 (defn sense-nodes834 "For some senses there is a special empty Blender node whose835 children are considered markers for an instance of that sense. This836 function generates functions to find those children, given the name837 of the special parent node."838 [parent-name]839 (fn [#^Node creature]840 (if-let [sense-node (.getChild creature parent-name)]841 (seq (.getChildren sense-node)) [])))843 (def844 ^{:doc "Return the children of the creature's \"joints\" node."845 :arglists '([creature])}846 joints847 (sense-nodes "joints"))848 #+end_src849 #+end_listing851 To find a joint's targets, =CORTEX= creates a small cube, centered852 around the empty-node, and grows the cube exponentially until it853 intersects two physical objects. The objects are ordered according854 to the joint's rotation, with the first one being the object that855 has more negative coordinates in the joint's reference frame.856 Because the objects must be physical, the empty-node itself857 escapes detection. Because the objects must be physical,858 =joint-targets= must be called /after/ =physical!= is called.860 #+caption: Program to find the targets of a joint node by861 #+caption: exponentially growth of a search cube.862 #+name: joint-targets863 #+begin_listing clojure864 #+begin_src clojure865 (defn joint-targets866 "Return the two closest two objects to the joint object, ordered867 from bottom to top according to the joint's rotation."868 [#^Node parts #^Node joint]869 (loop [radius (float 0.01)]870 (let [results (CollisionResults.)]871 (.collideWith872 parts873 (BoundingBox. (.getWorldTranslation joint)874 radius radius radius) results)875 (let [targets876 (distinct877 (map #(.getGeometry %) results))]878 (if (>= (count targets) 2)879 (sort-by880 #(let [joint-ref-frame-position881 (jme-to-blender882 (.mult883 (.inverse (.getWorldRotation joint))884 (.subtract (.getWorldTranslation %)885 (.getWorldTranslation joint))))]886 (.dot (Vector3f. 1 1 1) joint-ref-frame-position))887 (take 2 targets))888 (recur (float (* radius 2))))))))889 #+end_src890 #+end_listing892 Once =CORTEX= finds all joints and targets, it creates them using893 a dispatch on the metadata of each joint node.895 #+caption: Program to dispatch on Blender metadata and create joints896 #+caption: suitable for physical simulation.897 #+name: joint-dispatch898 #+begin_listing clojure899 #+begin_src clojure900 (defmulti joint-dispatch901 "Translate Blender pseudo-joints into real JME joints."902 (fn [constraints & _]903 (:type constraints)))905 (defmethod joint-dispatch :point906 [constraints control-a control-b pivot-a pivot-b rotation]907 (doto (SixDofJoint. control-a control-b pivot-a pivot-b false)908 (.setLinearLowerLimit Vector3f/ZERO)909 (.setLinearUpperLimit Vector3f/ZERO)))911 (defmethod joint-dispatch :hinge912 [constraints control-a control-b pivot-a pivot-b rotation]913 (let [axis (if-let [axis (:axis constraints)] axis Vector3f/UNIT_X)914 [limit-1 limit-2] (:limit constraints)915 hinge-axis (.mult rotation (blender-to-jme axis))]916 (doto (HingeJoint. control-a control-b pivot-a pivot-b917 hinge-axis hinge-axis)918 (.setLimit limit-1 limit-2))))920 (defmethod joint-dispatch :cone921 [constraints control-a control-b pivot-a pivot-b rotation]922 (let [limit-xz (:limit-xz constraints)923 limit-xy (:limit-xy constraints)924 twist (:twist constraints)]925 (doto (ConeJoint. control-a control-b pivot-a pivot-b926 rotation rotation)927 (.setLimit (float limit-xz) (float limit-xy)928 (float twist)))))929 #+end_src930 #+end_listing932 All that is left for joints is to combine the above pieces into933 something that can operate on the collection of nodes that a934 Blender file represents.936 #+caption: Program to completely create a joint given information937 #+caption: from a Blender file.938 #+name: connect939 #+begin_listing clojure940 #+begin_src clojure941 (defn connect942 "Create a joint between 'obj-a and 'obj-b at the location of943 'joint. The type of joint is determined by the metadata on 'joint.945 Here are some examples:946 {:type :point}947 {:type :hinge :limit [0 (/ Math/PI 2)] :axis (Vector3f. 0 1 0)}948 (:axis defaults to (Vector3f. 1 0 0) if not provided for hinge joints)950 {:type :cone :limit-xz 0]951 :limit-xy 0]952 :twist 0]} (use XZY rotation mode in Blender!)"953 [#^Node obj-a #^Node obj-b #^Node joint]954 (let [control-a (.getControl obj-a RigidBodyControl)955 control-b (.getControl obj-b RigidBodyControl)956 joint-center (.getWorldTranslation joint)957 joint-rotation (.toRotationMatrix (.getWorldRotation joint))958 pivot-a (world-to-local obj-a joint-center)959 pivot-b (world-to-local obj-b joint-center)]960 (if-let961 [constraints (map-vals eval (read-string (meta-data joint "joint")))]962 ;; A side-effect of creating a joint registers963 ;; it with both physics objects which in turn964 ;; will register the joint with the physics system965 ;; when the simulation is started.966 (joint-dispatch constraints967 control-a control-b968 pivot-a pivot-b969 joint-rotation))))970 #+end_src971 #+end_listing973 In general, whenever =CORTEX= exposes a sense (or in this case974 physicality), it provides a function of the type =sense!=, which975 takes in a collection of nodes and augments it to support that976 sense. The function returns any controls necessary to use that977 sense. In this case =body!= creates a physical body and returns no978 control functions.980 #+caption: Program to give joints to a creature.981 #+name: joints982 #+begin_listing clojure983 #+begin_src clojure984 (defn joints!985 "Connect the solid parts of the creature with physical joints. The986 joints are taken from the \"joints\" node in the creature."987 [#^Node creature]988 (dorun989 (map990 (fn [joint]991 (let [[obj-a obj-b] (joint-targets creature joint)]992 (connect obj-a obj-b joint)))993 (joints creature))))994 (defn body!995 "Endow the creature with a physical body connected with joints. The996 particulars of the joints and the masses of each body part are997 determined in Blender."998 [#^Node creature]999 (physical! creature)1000 (joints! creature))1001 #+end_src1002 #+end_listing1004 All of the code you have just seen amounts to only 130 lines, yet1005 because it builds on top of Blender and jMonkeyEngine3, those few1006 lines pack quite a punch!1008 The hand from figure \ref{blender-hand}, which was modeled after1009 my own right hand, can now be given joints and simulated as a1010 creature.1012 #+caption: With the ability to create physical creatures from Blender,1013 #+caption: =CORTEX= gets one step closer to becoming a full creature1014 #+caption: simulation environment.1015 #+name: physical-hand1016 #+ATTR_LaTeX: :width 15cm1017 [[./images/physical-hand.png]]1019 ** Sight reuses standard video game components...1021 Vision is one of the most important senses for humans, so I need to1022 build a simulated sense of vision for my AI. I will do this with1023 simulated eyes. Each eye can be independently moved and should see1024 its own version of the world depending on where it is.1026 Making these simulated eyes a reality is simple because1027 jMonkeyEngine already contains extensive support for multiple views1028 of the same 3D simulated world. The reason jMonkeyEngine has this1029 support is because the support is necessary to create games with1030 split-screen views. Multiple views are also used to create1031 efficient pseudo-reflections by rendering the scene from a certain1032 perspective and then projecting it back onto a surface in the 3D1033 world.1035 #+caption: jMonkeyEngine supports multiple views to enable1036 #+caption: split-screen games, like GoldenEye, which was one of1037 #+caption: the first games to use split-screen views.1038 #+name: goldeneye1039 #+ATTR_LaTeX: :width 10cm1040 [[./images/goldeneye-4-player.png]]1042 *** A Brief Description of jMonkeyEngine's Rendering Pipeline1044 jMonkeyEngine allows you to create a =ViewPort=, which represents a1045 view of the simulated world. You can create as many of these as you1046 want. Every frame, the =RenderManager= iterates through each1047 =ViewPort=, rendering the scene in the GPU. For each =ViewPort= there1048 is a =FrameBuffer= which represents the rendered image in the GPU.1050 #+caption: =ViewPorts= are cameras in the world. During each frame,1051 #+caption: the =RenderManager= records a snapshot of what each view1052 #+caption: is currently seeing; these snapshots are =FrameBuffer= objects.1053 #+name: rendermanagers1054 #+ATTR_LaTeX: :width 10cm1055 [[./images/diagram_rendermanager2.png]]1057 Each =ViewPort= can have any number of attached =SceneProcessor=1058 objects, which are called every time a new frame is rendered. A1059 =SceneProcessor= receives its =ViewPort's= =FrameBuffer= and can do1060 whatever it wants to the data. Often this consists of invoking GPU1061 specific operations on the rendered image. The =SceneProcessor= can1062 also copy the GPU image data to RAM and process it with the CPU.1064 *** Appropriating Views for Vision1066 Each eye in the simulated creature needs its own =ViewPort= so1067 that it can see the world from its own perspective. To this1068 =ViewPort=, I add a =SceneProcessor= that feeds the visual data to1069 any arbitrary continuation function for further processing. That1070 continuation function may perform both CPU and GPU operations on1071 the data. To make this easy for the continuation function, the1072 =SceneProcessor= maintains appropriately sized buffers in RAM to1073 hold the data. It does not do any copying from the GPU to the CPU1074 itself because it is a slow operation.1076 #+caption: Function to make the rendered scene in jMonkeyEngine1077 #+caption: available for further processing.1078 #+name: pipeline-11079 #+begin_listing clojure1080 #+begin_src clojure1081 (defn vision-pipeline1082 "Create a SceneProcessor object which wraps a vision processing1083 continuation function. The continuation is a function that takes1084 [#^Renderer r #^FrameBuffer fb #^ByteBuffer b #^BufferedImage bi],1085 each of which has already been appropriately sized."1086 [continuation]1087 (let [byte-buffer (atom nil)1088 renderer (atom nil)1089 image (atom nil)]1090 (proxy [SceneProcessor] []1091 (initialize1092 [renderManager viewPort]1093 (let [cam (.getCamera viewPort)1094 width (.getWidth cam)1095 height (.getHeight cam)]1096 (reset! renderer (.getRenderer renderManager))1097 (reset! byte-buffer1098 (BufferUtils/createByteBuffer1099 (* width height 4)))1100 (reset! image (BufferedImage.1101 width height1102 BufferedImage/TYPE_4BYTE_ABGR))))1103 (isInitialized [] (not (nil? @byte-buffer)))1104 (reshape [_ _ _])1105 (preFrame [_])1106 (postQueue [_])1107 (postFrame1108 [#^FrameBuffer fb]1109 (.clear @byte-buffer)1110 (continuation @renderer fb @byte-buffer @image))1111 (cleanup []))))1112 #+end_src1113 #+end_listing1115 The continuation function given to =vision-pipeline= above will be1116 given a =Renderer= and three containers for image data. The1117 =FrameBuffer= references the GPU image data, but the pixel data1118 can not be used directly on the CPU. The =ByteBuffer= and1119 =BufferedImage= are initially "empty" but are sized to hold the1120 data in the =FrameBuffer=. I call transferring the GPU image data1121 to the CPU structures "mixing" the image data.1123 *** Optical sensor arrays are described with images and referenced with metadata1125 The vision pipeline described above handles the flow of rendered1126 images. Now, =CORTEX= needs simulated eyes to serve as the source1127 of these images.1129 An eye is described in Blender in the same way as a joint. They1130 are zero dimensional empty objects with no geometry whose local1131 coordinate system determines the orientation of the resulting eye.1132 All eyes are children of a parent node named "eyes" just as all1133 joints have a parent named "joints". An eye binds to the nearest1134 physical object with =bind-sense=.1136 #+caption: Here, the camera is created based on metadata on the1137 #+caption: eye-node and attached to the nearest physical object1138 #+caption: with =bind-sense=1139 #+name: add-eye1140 #+begin_listing clojure1141 #+begin_src clojure1142 (defn add-eye!1143 "Create a Camera centered on the current position of 'eye which1144 follows the closest physical node in 'creature. The camera will1145 point in the X direction and use the Z vector as up as determined1146 by the rotation of these vectors in Blender coordinate space. Use1147 XZY rotation for the node in blender."1148 [#^Node creature #^Spatial eye]1149 (let [target (closest-node creature eye)1150 [cam-width cam-height]1151 ;;[640 480] ;; graphics card on laptop doesn't support1152 ;; arbitrary dimensions.1153 (eye-dimensions eye)1154 cam (Camera. cam-width cam-height)1155 rot (.getWorldRotation eye)]1156 (.setLocation cam (.getWorldTranslation eye))1157 (.lookAtDirection1158 cam ; this part is not a mistake and1159 (.mult rot Vector3f/UNIT_X) ; is consistent with using Z in1160 (.mult rot Vector3f/UNIT_Y)) ; Blender as the UP vector.1161 (.setFrustumPerspective1162 cam (float 45)1163 (float (/ (.getWidth cam) (.getHeight cam)))1164 (float 1)1165 (float 1000))1166 (bind-sense target cam) cam))1167 #+end_src1168 #+end_listing1170 *** Simulated Retina1172 An eye is a surface (the retina) which contains many discrete1173 sensors to detect light. These sensors can have different1174 light-sensing properties. In humans, each discrete sensor is1175 sensitive to red, blue, green, or gray. These different types of1176 sensors can have different spatial distributions along the retina.1177 In humans, there is a fovea in the center of the retina which has1178 a very high density of color sensors, and a blind spot which has1179 no sensors at all. Sensor density decreases in proportion to1180 distance from the fovea.1182 I want to be able to model any retinal configuration, so my1183 eye-nodes in Blender contain metadata pointing to images that1184 describe the precise position of the individual sensors using1185 white pixels. The meta-data also describes the precise sensitivity1186 to light that the sensors described in the image have. An eye can1187 contain any number of these images. For example, the metadata for1188 an eye might look like this:1190 #+begin_src clojure1191 {0xFF0000 "Models/test-creature/retina-small.png"}1192 #+end_src1194 #+caption: An example retinal profile image. White pixels are1195 #+caption: photo-sensitive elements. The distribution of white1196 #+caption: pixels is denser in the middle and falls off at the1197 #+caption: edges and is inspired by the human retina.1198 #+name: retina1199 #+ATTR_LaTeX: :width 7cm1200 [[./images/retina-small.png]]1202 Together, the number 0xFF0000 and the image above describe the1203 placement of red-sensitive sensory elements.1205 Meta-data to very crudely approximate a human eye might be1206 something like this:1208 #+begin_src clojure1209 (let [retinal-profile "Models/test-creature/retina-small.png"]1210 {0xFF0000 retinal-profile1211 0x00FF00 retinal-profile1212 0x0000FF retinal-profile1213 0xFFFFFF retinal-profile})1214 #+end_src1216 The numbers that serve as keys in the map determine a sensor's1217 relative sensitivity to the channels red, green, and blue. These1218 sensitivity values are packed into an integer in the order1219 =|_|R|G|B|= in 8-bit fields. The RGB values of a pixel in the1220 image are added together with these sensitivities as linear1221 weights. Therefore, 0xFF0000 means sensitive to red only while1222 0xFFFFFF means sensitive to all colors equally (gray).1224 #+caption: This is the core of vision in =CORTEX=. A given eye node1225 #+caption: is converted into a function that returns visual1226 #+caption: information from the simulation.1227 #+name: vision-kernel1228 #+begin_listing clojure1229 #+BEGIN_SRC clojure1230 (defn vision-kernel1231 "Returns a list of functions, each of which will return a color1232 channel's worth of visual information when called inside a running1233 simulation."1234 [#^Node creature #^Spatial eye & {skip :skip :or {skip 0}}]1235 (let [retinal-map (retina-sensor-profile eye)1236 camera (add-eye! creature eye)1237 vision-image1238 (atom1239 (BufferedImage. (.getWidth camera)1240 (.getHeight camera)1241 BufferedImage/TYPE_BYTE_BINARY))1242 register-eye!1243 (runonce1244 (fn [world]1245 (add-camera!1246 world camera1247 (let [counter (atom 0)]1248 (fn [r fb bb bi]1249 (if (zero? (rem (swap! counter inc) (inc skip)))1250 (reset! vision-image1251 (BufferedImage! r fb bb bi))))))))]1252 (vec1253 (map1254 (fn [[key image]]1255 (let [whites (white-coordinates image)1256 topology (vec (collapse whites))1257 sensitivity (sensitivity-presets key key)]1258 (attached-viewport.1259 (fn [world]1260 (register-eye! world)1261 (vector1262 topology1263 (vec1264 (for [[x y] whites]1265 (pixel-sense1266 sensitivity1267 (.getRGB @vision-image x y))))))1268 register-eye!)))1269 retinal-map))))1270 #+END_SRC1271 #+end_listing1273 Note that because each of the functions generated by1274 =vision-kernel= shares the same =register-eye!= function, the eye1275 will be registered only once the first time any of the functions1276 from the list returned by =vision-kernel= is called. Each of the1277 functions returned by =vision-kernel= also allows access to the1278 =Viewport= through which it receives images.1280 All the hard work has been done; all that remains is to apply1281 =vision-kernel= to each eye in the creature and gather the results1282 into one list of functions.1285 #+caption: With =vision!=, =CORTEX= is already a fine simulation1286 #+caption: environment for experimenting with different types of1287 #+caption: eyes.1288 #+name: vision!1289 #+begin_listing clojure1290 #+BEGIN_SRC clojure1291 (defn vision!1292 "Returns a list of functions, each of which returns visual sensory1293 data when called inside a running simulation."1294 [#^Node creature & {skip :skip :or {skip 0}}]1295 (reduce1296 concat1297 (for [eye (eyes creature)]1298 (vision-kernel creature eye))))1299 #+END_SRC1300 #+end_listing1302 #+caption: Simulated vision with a test creature and the1303 #+caption: human-like eye approximation. Notice how each channel1304 #+caption: of the eye responds differently to the differently1305 #+caption: colored balls.1306 #+name: worm-vision-test.1307 #+ATTR_LaTeX: :width 13cm1308 [[./images/worm-vision.png]]1310 The vision code is not much more complicated than the body code,1311 and enables multiple further paths for simulated vision. For1312 example, it is quite easy to create bifocal vision -- you just1313 make two eyes next to each other in blender! It is also possible1314 to encode vision transforms in the retinal files. For example, the1315 human like retina file in figure \ref{retina} approximates a1316 log-polar transform.1318 This vision code has already been absorbed by the jMonkeyEngine1319 community and is now (in modified form) part of a system for1320 capturing in-game video to a file.1322 ** ...but hearing must be built from scratch1324 At the end of this chapter I will have simulated ears that work the1325 same way as the simulated eyes in the last chapter. I will be able to1326 place any number of ear-nodes in a Blender file, and they will bind to1327 the closest physical object and follow it as it moves around. Each ear1328 will provide access to the sound data it picks up between every frame.1330 Hearing is one of the more difficult senses to simulate, because there1331 is less support for obtaining the actual sound data that is processed1332 by jMonkeyEngine3. There is no "split-screen" support for rendering1333 sound from different points of view, and there is no way to directly1334 access the rendered sound data.1336 =CORTEX='s hearing is unique because it does not have any1337 limitations compared to other simulation environments. As far as I1338 know, there is no other system that supports multiple listeners,1339 and the sound demo at the end of this chapter is the first time1340 it's been done in a video game environment.1342 *** Brief Description of jMonkeyEngine's Sound System1344 jMonkeyEngine's sound system works as follows:1346 - jMonkeyEngine uses the =AppSettings= for the particular1347 application to determine what sort of =AudioRenderer= should be1348 used.1349 - Although some support is provided for multiple AudioRenderer1350 backends, jMonkeyEngine at the time of this writing will either1351 pick no =AudioRenderer= at all, or the =LwjglAudioRenderer=.1352 - jMonkeyEngine tries to figure out what sort of system you're1353 running and extracts the appropriate native libraries.1354 - The =LwjglAudioRenderer= uses the [[http://lwjgl.org/][=LWJGL=]] (LightWeight Java Game1355 Library) bindings to interface with a C library called [[http://kcat.strangesoft.net/openal.html][=OpenAL=]]1356 - =OpenAL= renders the 3D sound and feeds the rendered sound1357 directly to any of various sound output devices with which it1358 knows how to communicate.1360 A consequence of this is that there's no way to access the actual1361 sound data produced by =OpenAL=. Even worse, =OpenAL= only supports1362 one /listener/ (it renders sound data from only one perspective),1363 which normally isn't a problem for games, but becomes a problem1364 when trying to make multiple AI creatures that can each hear the1365 world from a different perspective.1367 To make many AI creatures in jMonkeyEngine that can each hear the1368 world from their own perspective, or to make a single creature with1369 many ears, it is necessary to go all the way back to =OpenAL= and1370 implement support for simulated hearing there.1372 *** Extending =OpenAl=1374 Extending =OpenAL= to support multiple listeners requires 5001375 lines of =C= code and is too complicated to mention here. Instead,1376 I will show a small amount of extension code and go over the high1377 level strategy. Full source is of course available with the1378 =CORTEX= distribution if you're interested.1380 =OpenAL= goes to great lengths to support many different systems,1381 all with different sound capabilities and interfaces. It1382 accomplishes this difficult task by providing code for many1383 different sound backends in pseudo-objects called /Devices/.1384 There's a device for the Linux Open Sound System and the Advanced1385 Linux Sound Architecture, there's one for Direct Sound on Windows,1386 and there's even one for Solaris. =OpenAL= solves the problem of1387 platform independence by providing all these Devices.1389 Wrapper libraries such as LWJGL are free to examine the system on1390 which they are running and then select an appropriate device for1391 that system.1393 There are also a few "special" devices that don't interface with1394 any particular system. These include the Null Device, which1395 doesn't do anything, and the Wave Device, which writes whatever1396 sound it receives to a file, if everything has been set up1397 correctly when configuring =OpenAL=.1399 Actual mixing (Doppler shift and distance.environment-based1400 attenuation) of the sound data happens in the Devices, and they1401 are the only point in the sound rendering process where this data1402 is available.1404 Therefore, in order to support multiple listeners, and get the1405 sound data in a form that the AIs can use, it is necessary to1406 create a new Device which supports this feature.1408 Adding a device to OpenAL is rather tricky -- there are five1409 separate files in the =OpenAL= source tree that must be modified1410 to do so. I named my device the "Multiple Audio Send" Device, or1411 =Send= Device for short, since it sends audio data back to the1412 calling application like an Aux-Send cable on a mixing board.1414 The main idea behind the Send device is to take advantage of the1415 fact that LWJGL only manages one /context/ when using OpenAL. A1416 /context/ is like a container that holds samples and keeps track1417 of where the listener is. In order to support multiple listeners,1418 the Send device identifies the LWJGL context as the master1419 context, and creates any number of slave contexts to represent1420 additional listeners. Every time the device renders sound, it1421 synchronizes every source from the master LWJGL context to the1422 slave contexts. Then, it renders each context separately, using a1423 different listener for each one. The rendered sound is made1424 available via JNI to jMonkeyEngine.1426 Switching between contexts is not the normal operation of a1427 Device, and one of the problems with doing so is that a Device1428 normally keeps around a few pieces of state such as the1429 =ClickRemoval= array above which will become corrupted if the1430 contexts are not rendered in parallel. The solution is to create a1431 copy of this normally global device state for each context, and1432 copy it back and forth into and out of the actual device state1433 whenever a context is rendered.1435 The core of the =Send= device is the =syncSources= function, which1436 does the job of copying all relevant data from one context to1437 another.1439 #+caption: Program for extending =OpenAL= to support multiple1440 #+caption: listeners via context copying/switching.1441 #+name: sync-openal-sources1442 #+begin_listing c1443 #+BEGIN_SRC c1444 void syncSources(ALsource *masterSource, ALsource *slaveSource,1445 ALCcontext *masterCtx, ALCcontext *slaveCtx){1446 ALuint master = masterSource->source;1447 ALuint slave = slaveSource->source;1448 ALCcontext *current = alcGetCurrentContext();1450 syncSourcef(master,slave,masterCtx,slaveCtx,AL_PITCH);1451 syncSourcef(master,slave,masterCtx,slaveCtx,AL_GAIN);1452 syncSourcef(master,slave,masterCtx,slaveCtx,AL_MAX_DISTANCE);1453 syncSourcef(master,slave,masterCtx,slaveCtx,AL_ROLLOFF_FACTOR);1454 syncSourcef(master,slave,masterCtx,slaveCtx,AL_REFERENCE_DISTANCE);1455 syncSourcef(master,slave,masterCtx,slaveCtx,AL_MIN_GAIN);1456 syncSourcef(master,slave,masterCtx,slaveCtx,AL_MAX_GAIN);1457 syncSourcef(master,slave,masterCtx,slaveCtx,AL_CONE_OUTER_GAIN);1458 syncSourcef(master,slave,masterCtx,slaveCtx,AL_CONE_INNER_ANGLE);1459 syncSourcef(master,slave,masterCtx,slaveCtx,AL_CONE_OUTER_ANGLE);1460 syncSourcef(master,slave,masterCtx,slaveCtx,AL_SEC_OFFSET);1461 syncSourcef(master,slave,masterCtx,slaveCtx,AL_SAMPLE_OFFSET);1462 syncSourcef(master,slave,masterCtx,slaveCtx,AL_BYTE_OFFSET);1464 syncSource3f(master,slave,masterCtx,slaveCtx,AL_POSITION);1465 syncSource3f(master,slave,masterCtx,slaveCtx,AL_VELOCITY);1466 syncSource3f(master,slave,masterCtx,slaveCtx,AL_DIRECTION);1468 syncSourcei(master,slave,masterCtx,slaveCtx,AL_SOURCE_RELATIVE);1469 syncSourcei(master,slave,masterCtx,slaveCtx,AL_LOOPING);1471 alcMakeContextCurrent(masterCtx);1472 ALint source_type;1473 alGetSourcei(master, AL_SOURCE_TYPE, &source_type);1475 // Only static sources are currently synchronized!1476 if (AL_STATIC == source_type){1477 ALint master_buffer;1478 ALint slave_buffer;1479 alGetSourcei(master, AL_BUFFER, &master_buffer);1480 alcMakeContextCurrent(slaveCtx);1481 alGetSourcei(slave, AL_BUFFER, &slave_buffer);1482 if (master_buffer != slave_buffer){1483 alSourcei(slave, AL_BUFFER, master_buffer);1484 }1485 }1487 // Synchronize the state of the two sources.1488 alcMakeContextCurrent(masterCtx);1489 ALint masterState;1490 ALint slaveState;1492 alGetSourcei(master, AL_SOURCE_STATE, &masterState);1493 alcMakeContextCurrent(slaveCtx);1494 alGetSourcei(slave, AL_SOURCE_STATE, &slaveState);1496 if (masterState != slaveState){1497 switch (masterState){1498 case AL_INITIAL : alSourceRewind(slave); break;1499 case AL_PLAYING : alSourcePlay(slave); break;1500 case AL_PAUSED : alSourcePause(slave); break;1501 case AL_STOPPED : alSourceStop(slave); break;1502 }1503 }1504 // Restore whatever context was previously active.1505 alcMakeContextCurrent(current);1506 }1507 #+END_SRC1508 #+end_listing1510 With this special context-switching device, and some ugly JNI1511 bindings that are not worth mentioning, =CORTEX= gains the ability1512 to access multiple sound streams from =OpenAL=.1514 #+caption: Program to create an ear from a blender empty node. The ear1515 #+caption: follows around the nearest physical object and passes1516 #+caption: all sensory data to a continuation function.1517 #+name: add-ear1518 #+begin_listing clojure1519 #+BEGIN_SRC clojure1520 (defn add-ear!1521 "Create a Listener centered on the current position of 'ear1522 which follows the closest physical node in 'creature and1523 sends sound data to 'continuation."1524 [#^Application world #^Node creature #^Spatial ear continuation]1525 (let [target (closest-node creature ear)1526 lis (Listener.)1527 audio-renderer (.getAudioRenderer world)1528 sp (hearing-pipeline continuation)]1529 (.setLocation lis (.getWorldTranslation ear))1530 (.setRotation lis (.getWorldRotation ear))1531 (bind-sense target lis)1532 (update-listener-velocity! target lis)1533 (.addListener audio-renderer lis)1534 (.registerSoundProcessor audio-renderer lis sp)))1535 #+END_SRC1536 #+end_listing1538 The =Send= device, unlike most of the other devices in =OpenAL=,1539 does not render sound unless asked. This enables the system to1540 slow down or speed up depending on the needs of the AIs who are1541 using it to listen. If the device tried to render samples in1542 real-time, a complicated AI whose mind takes 100 seconds of1543 computer time to simulate 1 second of AI-time would miss almost1544 all of the sound in its environment!1546 #+caption: Program to enable arbitrary hearing in =CORTEX=1547 #+name: hearing1548 #+begin_listing clojure1549 #+BEGIN_SRC clojure1550 (defn hearing-kernel1551 "Returns a function which returns auditory sensory data when called1552 inside a running simulation."1553 [#^Node creature #^Spatial ear]1554 (let [hearing-data (atom [])1555 register-listener!1556 (runonce1557 (fn [#^Application world]1558 (add-ear!1559 world creature ear1560 (comp #(reset! hearing-data %)1561 byteBuffer->pulse-vector))))]1562 (fn [#^Application world]1563 (register-listener! world)1564 (let [data @hearing-data1565 topology1566 (vec (map #(vector % 0) (range 0 (count data))))]1567 [topology data]))))1569 (defn hearing!1570 "Endow the creature in a particular world with the sense of1571 hearing. Will return a sequence of functions, one for each ear,1572 which when called will return the auditory data from that ear."1573 [#^Node creature]1574 (for [ear (ears creature)]1575 (hearing-kernel creature ear)))1576 #+END_SRC1577 #+end_listing1579 Armed with these functions, =CORTEX= is able to test possibly the1580 first ever instance of multiple listeners in a video game engine1581 based simulation!1583 #+caption: Here a simple creature responds to sound by changing1584 #+caption: its color from gray to green when the total volume1585 #+caption: goes over a threshold.1586 #+name: sound-test1587 #+begin_listing java1588 #+BEGIN_SRC java1589 /**1590 * Respond to sound! This is the brain of an AI entity that1591 * hears its surroundings and reacts to them.1592 */1593 public void process(ByteBuffer audioSamples,1594 int numSamples, AudioFormat format) {1595 audioSamples.clear();1596 byte[] data = new byte[numSamples];1597 float[] out = new float[numSamples];1598 audioSamples.get(data);1599 FloatSampleTools.1600 byte2floatInterleaved1601 (data, 0, out, 0, numSamples/format.getFrameSize(), format);1603 float max = Float.NEGATIVE_INFINITY;1604 for (float f : out){if (f > max) max = f;}1605 audioSamples.clear();1607 if (max > 0.1){1608 entity.getMaterial().setColor("Color", ColorRGBA.Green);1609 }1610 else {1611 entity.getMaterial().setColor("Color", ColorRGBA.Gray);1612 }1613 #+END_SRC1614 #+end_listing1616 #+caption: First ever simulation of multiple listeners in =CORTEX=.1617 #+caption: Each cube is a creature which processes sound data with1618 #+caption: the =process= function from listing \ref{sound-test}.1619 #+caption: the ball is constantly emitting a pure tone of1620 #+caption: constant volume. As it approaches the cubes, they each1621 #+caption: change color in response to the sound.1622 #+name: sound-cubes.1623 #+ATTR_LaTeX: :width 10cm1624 [[./images/java-hearing-test.png]]1626 This system of hearing has also been co-opted by the1627 jMonkeyEngine3 community and is used to record audio for demo1628 videos.1630 ** Hundreds of hair-like elements provide a sense of touch1632 Touch is critical to navigation and spatial reasoning and as such I1633 need a simulated version of it to give to my AI creatures.1635 Human skin has a wide array of touch sensors, each of which1636 specialize in detecting different vibrational modes and pressures.1637 These sensors can integrate a vast expanse of skin (i.e. your1638 entire palm), or a tiny patch of skin at the tip of your finger.1639 The hairs of the skin help detect objects before they even come1640 into contact with the skin proper.1642 However, touch in my simulated world can not exactly correspond to1643 human touch because my creatures are made out of completely rigid1644 segments that don't deform like human skin.1646 Instead of measuring deformation or vibration, I surround each1647 rigid part with a plenitude of hair-like objects (/feelers/) which1648 do not interact with the physical world. Physical objects can pass1649 through them with no effect. The feelers are able to tell when1650 other objects pass through them, and they constantly report how1651 much of their extent is covered. So even though the creature's body1652 parts do not deform, the feelers create a margin around those body1653 parts which achieves a sense of touch which is a hybrid between a1654 human's sense of deformation and sense from hairs.1656 Implementing touch in jMonkeyEngine follows a different technical1657 route than vision and hearing. Those two senses piggybacked off1658 jMonkeyEngine's 3D audio and video rendering subsystems. To1659 simulate touch, I use jMonkeyEngine's physics system to execute1660 many small collision detections, one for each feeler. The placement1661 of the feelers is determined by a UV-mapped image which shows where1662 each feeler should be on the 3D surface of the body.1664 *** Defining Touch Meta-Data in Blender1666 Each geometry can have a single UV map which describes the1667 position of the feelers which will constitute its sense of touch.1668 This image path is stored under the ``touch'' key. The image itself1669 is black and white, with black meaning a feeler length of 0 (no1670 feeler is present) and white meaning a feeler length of =scale=,1671 which is a float stored under the key "scale".1673 #+caption: Touch does not use empty nodes, to store metadata,1674 #+caption: because the metadata of each solid part of a1675 #+caption: creature's body is sufficient.1676 #+name: touch-meta-data1677 #+begin_listing clojure1678 #+BEGIN_SRC clojure1679 (defn tactile-sensor-profile1680 "Return the touch-sensor distribution image in BufferedImage format,1681 or nil if it does not exist."1682 [#^Geometry obj]1683 (if-let [image-path (meta-data obj "touch")]1684 (load-image image-path)))1686 (defn tactile-scale1687 "Return the length of each feeler. Default scale is 0.011688 jMonkeyEngine units."1689 [#^Geometry obj]1690 (if-let [scale (meta-data obj "scale")]1691 scale 0.1))1692 #+END_SRC1693 #+end_listing1695 Here is an example of a UV-map which specifies the position of1696 touch sensors along the surface of the upper segment of a fingertip.1698 #+caption: This is the tactile-sensor-profile for the upper segment1699 #+caption: of a fingertip. It defines regions of high touch sensitivity1700 #+caption: (where there are many white pixels) and regions of low1701 #+caption: sensitivity (where white pixels are sparse).1702 #+name: fingertip-UV1703 #+ATTR_LaTeX: :width 13cm1704 [[./images/finger-UV.png]]1706 *** Implementation Summary1708 To simulate touch there are three conceptual steps. For each solid1709 object in the creature, you first have to get UV image and scale1710 parameter which define the position and length of the feelers.1711 Then, you use the triangles which comprise the mesh and the UV1712 data stored in the mesh to determine the world-space position and1713 orientation of each feeler. Then once every frame, update these1714 positions and orientations to match the current position and1715 orientation of the object, and use physics collision detection to1716 gather tactile data.1718 Extracting the meta-data has already been described. The third1719 step, physics collision detection, is handled in =touch-kernel=.1720 Translating the positions and orientations of the feelers from the1721 UV-map to world-space is itself a three-step process.1723 - Find the triangles which make up the mesh in pixel-space and in1724 world-space. \\(=triangles=, =pixel-triangles=).1726 - Find the coordinates of each feeler in world-space. These are1727 the origins of the feelers. (=feeler-origins=).1729 - Calculate the normals of the triangles in world space, and add1730 them to each of the origins of the feelers. These are the1731 normalized coordinates of the tips of the feelers.1732 (=feeler-tips=).1734 *** Triangle Math1736 The rigid objects which make up a creature have an underlying1737 =Geometry=, which is a =Mesh= plus a =Material= and other1738 important data involved with displaying the object.1740 A =Mesh= is composed of =Triangles=, and each =Triangle= has three1741 vertices which have coordinates in world space and UV space.1743 Here, =triangles= gets all the world-space triangles which1744 comprise a mesh, while =pixel-triangles= gets those same triangles1745 expressed in pixel coordinates (which are UV coordinates scaled to1746 fit the height and width of the UV image).1748 #+caption: Programs to extract triangles from a geometry and get1749 #+caption: their vertices in both world and UV-coordinates.1750 #+name: get-triangles1751 #+begin_listing clojure1752 #+BEGIN_SRC clojure1753 (defn triangle1754 "Get the triangle specified by triangle-index from the mesh."1755 [#^Geometry geo triangle-index]1756 (triangle-seq1757 (let [scratch (Triangle.)]1758 (.getTriangle (.getMesh geo) triangle-index scratch) scratch)))1760 (defn triangles1761 "Return a sequence of all the Triangles which comprise a given1762 Geometry."1763 [#^Geometry geo]1764 (map (partial triangle geo) (range (.getTriangleCount (.getMesh geo)))))1766 (defn triangle-vertex-indices1767 "Get the triangle vertex indices of a given triangle from a given1768 mesh."1769 [#^Mesh mesh triangle-index]1770 (let [indices (int-array 3)]1771 (.getTriangle mesh triangle-index indices)1772 (vec indices)))1774 (defn vertex-UV-coord1775 "Get the UV-coordinates of the vertex named by vertex-index"1776 [#^Mesh mesh vertex-index]1777 (let [UV-buffer1778 (.getData1779 (.getBuffer1780 mesh1781 VertexBuffer$Type/TexCoord))]1782 [(.get UV-buffer (* vertex-index 2))1783 (.get UV-buffer (+ 1 (* vertex-index 2)))]))1785 (defn pixel-triangle [#^Geometry geo image index]1786 (let [mesh (.getMesh geo)1787 width (.getWidth image)1788 height (.getHeight image)]1789 (vec (map (fn [[u v]] (vector (* width u) (* height v)))1790 (map (partial vertex-UV-coord mesh)1791 (triangle-vertex-indices mesh index))))))1793 (defn pixel-triangles1794 "The pixel-space triangles of the Geometry, in the same order as1795 (triangles geo)"1796 [#^Geometry geo image]1797 (let [height (.getHeight image)1798 width (.getWidth image)]1799 (map (partial pixel-triangle geo image)1800 (range (.getTriangleCount (.getMesh geo))))))1801 #+END_SRC1802 #+end_listing1804 *** The Affine Transform from one Triangle to Another1806 =pixel-triangles= gives us the mesh triangles expressed in pixel1807 coordinates and =triangles= gives us the mesh triangles expressed1808 in world coordinates. The tactile-sensor-profile gives the1809 position of each feeler in pixel-space. In order to convert1810 pixel-space coordinates into world-space coordinates we need1811 something that takes coordinates on the surface of one triangle1812 and gives the corresponding coordinates on the surface of another1813 triangle.1815 Triangles are [[http://mathworld.wolfram.com/AffineTransformation.html ][affine]], which means any triangle can be transformed1816 into any other by a combination of translation, scaling, and1817 rotation. The affine transformation from one triangle to another1818 is readily computable if the triangle is expressed in terms of a1819 $4x4$ matrix.1821 #+BEGIN_LaTeX1822 $$1823 \begin{bmatrix}1824 x_1 & x_2 & x_3 & n_x \\1825 y_1 & y_2 & y_3 & n_y \\1826 z_1 & z_2 & z_3 & n_z \\1827 1 & 1 & 1 & 11828 \end{bmatrix}1829 $$1830 #+END_LaTeX1832 Here, the first three columns of the matrix are the vertices of1833 the triangle. The last column is the right-handed unit normal of1834 the triangle.1836 With two triangles $T_{1}$ and $T_{2}$ each expressed as a1837 matrix like above, the affine transform from $T_{1}$ to $T_{2}$1838 is $T_{2}T_{1}^{-1}$.1840 The clojure code below recapitulates the formulas above, using1841 jMonkeyEngine's =Matrix4f= objects, which can describe any affine1842 transformation.1844 #+caption: Program to interpret triangles as affine transforms.1845 #+name: triangle-affine1846 #+begin_listing clojure1847 #+BEGIN_SRC clojure1848 (defn triangle->matrix4f1849 "Converts the triangle into a 4x4 matrix: The first three columns1850 contain the vertices of the triangle; the last contains the unit1851 normal of the triangle. The bottom row is filled with 1s."1852 [#^Triangle t]1853 (let [mat (Matrix4f.)1854 [vert-1 vert-2 vert-3]1855 (mapv #(.get t %) (range 3))1856 unit-normal (do (.calculateNormal t)(.getNormal t))1857 vertices [vert-1 vert-2 vert-3 unit-normal]]1858 (dorun1859 (for [row (range 4) col (range 3)]1860 (do1861 (.set mat col row (.get (vertices row) col))1862 (.set mat 3 row 1)))) mat))1864 (defn triangles->affine-transform1865 "Returns the affine transformation that converts each vertex in the1866 first triangle into the corresponding vertex in the second1867 triangle."1868 [#^Triangle tri-1 #^Triangle tri-2]1869 (.mult1870 (triangle->matrix4f tri-2)1871 (.invert (triangle->matrix4f tri-1))))1872 #+END_SRC1873 #+end_listing1875 *** Triangle Boundaries1877 For efficiency's sake I will divide the tactile-profile image into1878 small squares which inscribe each pixel-triangle, then extract the1879 points which lie inside the triangle and map them to 3D-space using1880 =triangle-transform= above. To do this I need a function,1881 =convex-bounds= which finds the smallest box which inscribes a 2D1882 triangle.1884 =inside-triangle?= determines whether a point is inside a triangle1885 in 2D pixel-space.1887 #+caption: Program to efficiently determine point inclusion1888 #+caption: in a triangle.1889 #+name: in-triangle1890 #+begin_listing clojure1891 #+BEGIN_SRC clojure1892 (defn convex-bounds1893 "Returns the smallest square containing the given vertices, as a1894 vector of integers [left top width height]."1895 [verts]1896 (let [xs (map first verts)1897 ys (map second verts)1898 x0 (Math/floor (apply min xs))1899 y0 (Math/floor (apply min ys))1900 x1 (Math/ceil (apply max xs))1901 y1 (Math/ceil (apply max ys))]1902 [x0 y0 (- x1 x0) (- y1 y0)]))1904 (defn same-side?1905 "Given the points p1 and p2 and the reference point ref, is point p1906 on the same side of the line that goes through p1 and p2 as ref is?"1907 [p1 p2 ref p]1908 (<=1909 01910 (.dot1911 (.cross (.subtract p2 p1) (.subtract p p1))1912 (.cross (.subtract p2 p1) (.subtract ref p1)))))1914 (defn inside-triangle?1915 "Is the point inside the triangle?"1916 {:author "Dylan Holmes"}1917 [#^Triangle tri #^Vector3f p]1918 (let [[vert-1 vert-2 vert-3] [(.get1 tri) (.get2 tri) (.get3 tri)]]1919 (and1920 (same-side? vert-1 vert-2 vert-3 p)1921 (same-side? vert-2 vert-3 vert-1 p)1922 (same-side? vert-3 vert-1 vert-2 p))))1923 #+END_SRC1924 #+end_listing1926 *** Feeler Coordinates1928 The triangle-related functions above make short work of1929 calculating the positions and orientations of each feeler in1930 world-space.1932 #+caption: Program to get the coordinates of ``feelers '' in1933 #+caption: both world and UV-coordinates.1934 #+name: feeler-coordinates1935 #+begin_listing clojure1936 #+BEGIN_SRC clojure1937 (defn feeler-pixel-coords1938 "Returns the coordinates of the feelers in pixel space in lists, one1939 list for each triangle, ordered in the same way as (triangles) and1940 (pixel-triangles)."1941 [#^Geometry geo image]1942 (map1943 (fn [pixel-triangle]1944 (filter1945 (fn [coord]1946 (inside-triangle? (->triangle pixel-triangle)1947 (->vector3f coord)))1948 (white-coordinates image (convex-bounds pixel-triangle))))1949 (pixel-triangles geo image)))1951 (defn feeler-world-coords1952 "Returns the coordinates of the feelers in world space in lists, one1953 list for each triangle, ordered in the same way as (triangles) and1954 (pixel-triangles)."1955 [#^Geometry geo image]1956 (let [transforms1957 (map #(triangles->affine-transform1958 (->triangle %1) (->triangle %2))1959 (pixel-triangles geo image)1960 (triangles geo))]1961 (map (fn [transform coords]1962 (map #(.mult transform (->vector3f %)) coords))1963 transforms (feeler-pixel-coords geo image))))1964 #+END_SRC1965 #+end_listing1967 #+caption: Program to get the position of the base and tip of1968 #+caption: each ``feeler''1969 #+name: feeler-tips1970 #+begin_listing clojure1971 #+BEGIN_SRC clojure1972 (defn feeler-origins1973 "The world space coordinates of the root of each feeler."1974 [#^Geometry geo image]1975 (reduce concat (feeler-world-coords geo image)))1977 (defn feeler-tips1978 "The world space coordinates of the tip of each feeler."1979 [#^Geometry geo image]1980 (let [world-coords (feeler-world-coords geo image)1981 normals1982 (map1983 (fn [triangle]1984 (.calculateNormal triangle)1985 (.clone (.getNormal triangle)))1986 (map ->triangle (triangles geo)))]1988 (mapcat (fn [origins normal]1989 (map #(.add % normal) origins))1990 world-coords normals)))1992 (defn touch-topology1993 [#^Geometry geo image]1994 (collapse (reduce concat (feeler-pixel-coords geo image))))1995 #+END_SRC1996 #+end_listing1998 *** Simulated Touch2000 Now that the functions to construct feelers are complete,2001 =touch-kernel= generates functions to be called from within a2002 simulation that perform the necessary physics collisions to2003 collect tactile data, and =touch!= recursively applies it to every2004 node in the creature.2006 #+caption: Efficient program to transform a ray from2007 #+caption: one position to another.2008 #+name: set-ray2009 #+begin_listing clojure2010 #+BEGIN_SRC clojure2011 (defn set-ray [#^Ray ray #^Matrix4f transform2012 #^Vector3f origin #^Vector3f tip]2013 ;; Doing everything locally reduces garbage collection by enough to2014 ;; be worth it.2015 (.mult transform origin (.getOrigin ray))2016 (.mult transform tip (.getDirection ray))2017 (.subtractLocal (.getDirection ray) (.getOrigin ray))2018 (.normalizeLocal (.getDirection ray)))2019 #+END_SRC2020 #+end_listing2022 #+caption: This is the core of touch in =CORTEX= each feeler2023 #+caption: follows the object it is bound to, reporting any2024 #+caption: collisions that may happen.2025 #+name: touch-kernel2026 #+begin_listing clojure2027 #+BEGIN_SRC clojure2028 (defn touch-kernel2029 "Constructs a function which will return tactile sensory data from2030 'geo when called from inside a running simulation"2031 [#^Geometry geo]2032 (if-let2033 [profile (tactile-sensor-profile geo)]2034 (let [ray-reference-origins (feeler-origins geo profile)2035 ray-reference-tips (feeler-tips geo profile)2036 ray-length (tactile-scale geo)2037 current-rays (map (fn [_] (Ray.)) ray-reference-origins)2038 topology (touch-topology geo profile)2039 correction (float (* ray-length -0.2))]2040 ;; slight tolerance for very close collisions.2041 (dorun2042 (map (fn [origin tip]2043 (.addLocal origin (.mult (.subtract tip origin)2044 correction)))2045 ray-reference-origins ray-reference-tips))2046 (dorun (map #(.setLimit % ray-length) current-rays))2047 (fn [node]2048 (let [transform (.getWorldMatrix geo)]2049 (dorun2050 (map (fn [ray ref-origin ref-tip]2051 (set-ray ray transform ref-origin ref-tip))2052 current-rays ray-reference-origins2053 ray-reference-tips))2054 (vector2055 topology2056 (vec2057 (for [ray current-rays]2058 (do2059 (let [results (CollisionResults.)]2060 (.collideWith node ray results)2061 (let [touch-objects2062 (filter #(not (= geo (.getGeometry %)))2063 results)2064 limit (.getLimit ray)]2065 [(if (empty? touch-objects)2066 limit2067 (let [response2068 (apply min (map #(.getDistance %)2069 touch-objects))]2070 (FastMath/clamp2071 (float2072 (if (> response limit) (float 0.0)2073 (+ response correction)))2074 (float 0.0)2075 limit)))2076 limit])))))))))))2077 #+END_SRC2078 #+end_listing2080 Armed with the =touch!= function, =CORTEX= becomes capable of2081 giving creatures a sense of touch. A simple test is to create a2082 cube that is outfitted with a uniform distribution of touch2083 sensors. It can feel the ground and any balls that it touches.2085 #+caption: =CORTEX= interface for creating touch in a simulated2086 #+caption: creature.2087 #+name: touch2088 #+begin_listing clojure2089 #+BEGIN_SRC clojure2090 (defn touch!2091 "Endow the creature with the sense of touch. Returns a sequence of2092 functions, one for each body part with a tactile-sensor-profile,2093 each of which when called returns sensory data for that body part."2094 [#^Node creature]2095 (filter2096 (comp not nil?)2097 (map touch-kernel2098 (filter #(isa? (class %) Geometry)2099 (node-seq creature)))))2100 #+END_SRC2101 #+end_listing2103 The tactile-sensor-profile image for the touch cube is a simple2104 cross with a uniform distribution of touch sensors:2106 #+caption: The touch profile for the touch-cube. Each pure white2107 #+caption: pixel defines a touch sensitive feeler.2108 #+name: touch-cube-uv-map2109 #+ATTR_LaTeX: :width 7cm2110 [[./images/touch-profile.png]]2112 #+caption: The touch cube reacts to cannonballs. The black, red,2113 #+caption: and white cross on the right is a visual display of2114 #+caption: the creature's touch. White means that it is feeling2115 #+caption: something strongly, black is not feeling anything,2116 #+caption: and gray is in-between. The cube can feel both the2117 #+caption: floor and the ball. Notice that when the ball causes2118 #+caption: the cube to tip, that the bottom face can still feel2119 #+caption: part of the ground.2120 #+name: touch-cube-uv-map-22121 #+ATTR_LaTeX: :width 15cm2122 [[./images/touch-cube.png]]2124 ** Proprioception provides knowledge of your own body's position2126 Close your eyes, and touch your nose with your right index finger.2127 How did you do it? You could not see your hand, and neither your2128 hand nor your nose could use the sense of touch to guide the path2129 of your hand. There are no sound cues, and Taste and Smell2130 certainly don't provide any help. You know where your hand is2131 without your other senses because of Proprioception.2133 Humans can sometimes loose this sense through viral infections or2134 damage to the spinal cord or brain, and when they do, they loose2135 the ability to control their own bodies without looking directly at2136 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 a2137 Hat]] (\cite{man-wife-hat}), a woman named Christina looses this2138 sense and has to learn how to move by carefully watching her arms2139 and legs. She describes proprioception as the "eyes of the body,2140 the way the body sees itself".2142 Proprioception in humans is mediated by [[http://en.wikipedia.org/wiki/Articular_capsule][joint capsules]], [[http://en.wikipedia.org/wiki/Muscle_spindle][muscle2143 spindles]], and the [[http://en.wikipedia.org/wiki/Golgi_tendon_organ][Golgi tendon organs]]. These measure the relative2144 positions of each body part by monitoring muscle strain and length.2146 It's clear that this is a vital sense for fluid, graceful movement.2147 It's also particularly easy to implement in jMonkeyEngine.2149 My simulated proprioception calculates the relative angles of each2150 joint from the rest position defined in the Blender file. This2151 simulates the muscle-spindles and joint capsules. I will deal with2152 Golgi tendon organs, which calculate muscle strain, in the next2153 chapter.2155 *** Helper functions2157 =absolute-angle= calculates the angle between two vectors,2158 relative to a third axis vector. This angle is the number of2159 radians you have to move counterclockwise around the axis vector2160 to get from the first to the second vector. It is not commutative2161 like a normal dot-product angle is.2163 The purpose of these functions is to build a system of angle2164 measurement that is biologically plausible.2166 #+caption: Program to measure angles along a vector2167 #+name: helpers2168 #+begin_listing clojure2169 #+BEGIN_SRC clojure2170 (defn right-handed?2171 "true iff the three vectors form a right handed coordinate2172 system. The three vectors do not have to be normalized or2173 orthogonal."2174 [vec1 vec2 vec3]2175 (pos? (.dot (.cross vec1 vec2) vec3)))2177 (defn absolute-angle2178 "The angle between 'vec1 and 'vec2 around 'axis. In the range2179 [0 (* 2 Math/PI)]."2180 [vec1 vec2 axis]2181 (let [angle (.angleBetween vec1 vec2)]2182 (if (right-handed? vec1 vec2 axis)2183 angle (- (* 2 Math/PI) angle))))2184 #+END_SRC2185 #+end_listing2187 *** Proprioception Kernel2189 Given a joint, =proprioception-kernel= produces a function that2190 calculates the Euler angles between the objects the joint2191 connects. The only tricky part here is making the angles relative2192 to the joint's initial ``straightness''.2194 #+caption: Program to return biologically reasonable proprioceptive2195 #+caption: data for each joint.2196 #+name: proprioception2197 #+begin_listing clojure2198 #+BEGIN_SRC clojure2199 (defn proprioception-kernel2200 "Returns a function which returns proprioceptive sensory data when2201 called inside a running simulation."2202 [#^Node parts #^Node joint]2203 (let [[obj-a obj-b] (joint-targets parts joint)2204 joint-rot (.getWorldRotation joint)2205 x0 (.mult joint-rot Vector3f/UNIT_X)2206 y0 (.mult joint-rot Vector3f/UNIT_Y)2207 z0 (.mult joint-rot Vector3f/UNIT_Z)]2208 (fn []2209 (let [rot-a (.clone (.getWorldRotation obj-a))2210 rot-b (.clone (.getWorldRotation obj-b))2211 x (.mult rot-a x0)2212 y (.mult rot-a y0)2213 z (.mult rot-a z0)2215 X (.mult rot-b x0)2216 Y (.mult rot-b y0)2217 Z (.mult rot-b z0)2218 heading (Math/atan2 (.dot X z) (.dot X x))2219 pitch (Math/atan2 (.dot X y) (.dot X x))2221 ;; rotate x-vector back to origin2222 reverse2223 (doto (Quaternion.)2224 (.fromAngleAxis2225 (.angleBetween X x)2226 (let [cross (.normalize (.cross X x))]2227 (if (= 0 (.length cross)) y cross))))2228 roll (absolute-angle (.mult reverse Y) y x)]2229 [heading pitch roll]))))2231 (defn proprioception!2232 "Endow the creature with the sense of proprioception. Returns a2233 sequence of functions, one for each child of the \"joints\" node in2234 the creature, which each report proprioceptive information about2235 that joint."2236 [#^Node creature]2237 ;; extract the body's joints2238 (let [senses (map (partial proprioception-kernel creature)2239 (joints creature))]2240 (fn []2241 (map #(%) senses))))2242 #+END_SRC2243 #+end_listing2245 =proprioception!= maps =proprioception-kernel= across all the2246 joints of the creature. It uses the same list of joints that2247 =joints= uses. Proprioception is the easiest sense to implement in2248 =CORTEX=, and it will play a crucial role when efficiently2249 implementing empathy.2251 #+caption: In the upper right corner, the three proprioceptive2252 #+caption: angle measurements are displayed. Red is yaw, Green is2253 #+caption: pitch, and White is roll.2254 #+name: proprio2255 #+ATTR_LaTeX: :width 11cm2256 [[./images/proprio.png]]2258 ** Muscles contain both sensors and effectors2260 Surprisingly enough, terrestrial creatures only move by using2261 torque applied about their joints. There's not a single straight2262 line of force in the human body at all! (A straight line of force2263 would correspond to some sort of jet or rocket propulsion.)2265 In humans, muscles are composed of muscle fibers which can contract2266 to exert force. The muscle fibers which compose a muscle are2267 partitioned into discrete groups which are each controlled by a2268 single alpha motor neuron. A single alpha motor neuron might2269 control as little as three or as many as one thousand muscle2270 fibers. When the alpha motor neuron is engaged by the spinal cord,2271 it activates all of the muscle fibers to which it is attached. The2272 spinal cord generally engages the alpha motor neurons which control2273 few muscle fibers before the motor neurons which control many2274 muscle fibers. This recruitment strategy allows for precise2275 movements at low strength. The collection of all motor neurons that2276 control a muscle is called the motor pool. The brain essentially2277 says "activate 30% of the motor pool" and the spinal cord recruits2278 motor neurons until 30% are activated. Since the distribution of2279 power among motor neurons is unequal and recruitment goes from2280 weakest to strongest, the first 30% of the motor pool might be 5%2281 of the strength of the muscle.2283 My simulated muscles follow a similar design: Each muscle is2284 defined by a 1-D array of numbers (the "motor pool"). Each entry in2285 the array represents a motor neuron which controls a number of2286 muscle fibers equal to the value of the entry. Each muscle has a2287 scalar strength factor which determines the total force the muscle2288 can exert when all motor neurons are activated. The effector2289 function for a muscle takes a number to index into the motor pool,2290 and then "activates" all the motor neurons whose index is lower or2291 equal to the number. Each motor-neuron will apply force in2292 proportion to its value in the array. Lower values cause less2293 force. The lower values can be put at the "beginning" of the 1-D2294 array to simulate the layout of actual human muscles, which are2295 capable of more precise movements when exerting less force. Or, the2296 motor pool can simulate more exotic recruitment strategies which do2297 not correspond to human muscles.2299 This 1D array is defined in an image file for ease of2300 creation/visualization. Here is an example muscle profile image.2302 #+caption: A muscle profile image that describes the strengths2303 #+caption: of each motor neuron in a muscle. White is weakest2304 #+caption: and dark red is strongest. This particular pattern2305 #+caption: has weaker motor neurons at the beginning, just2306 #+caption: like human muscle.2307 #+name: muscle-recruit2308 #+ATTR_LaTeX: :width 7cm2309 [[./images/basic-muscle.png]]2311 *** Muscle meta-data2313 #+caption: Program to deal with loading muscle data from a Blender2314 #+caption: file's metadata.2315 #+name: motor-pool2316 #+begin_listing clojure2317 #+BEGIN_SRC clojure2318 (defn muscle-profile-image2319 "Get the muscle-profile image from the node's blender meta-data."2320 [#^Node muscle]2321 (if-let [image (meta-data muscle "muscle")]2322 (load-image image)))2324 (defn muscle-strength2325 "Return the strength of this muscle, or 1 if it is not defined."2326 [#^Node muscle]2327 (if-let [strength (meta-data muscle "strength")]2328 strength 1))2330 (defn motor-pool2331 "Return a vector where each entry is the strength of the \"motor2332 neuron\" at that part in the muscle."2333 [#^Node muscle]2334 (let [profile (muscle-profile-image muscle)]2335 (vec2336 (let [width (.getWidth profile)]2337 (for [x (range width)]2338 (- 2552339 (bit-and2340 0x0000FF2341 (.getRGB profile x 0))))))))2342 #+END_SRC2343 #+end_listing2345 Of note here is =motor-pool= which interprets the muscle-profile2346 image in a way that allows me to use gradients between white and2347 red, instead of shades of gray as I've been using for all the2348 other senses. This is purely an aesthetic touch.2350 *** Creating muscles2352 #+caption: This is the core movement function in =CORTEX=, which2353 #+caption: implements muscles that report on their activation.2354 #+name: muscle-kernel2355 #+begin_listing clojure2356 #+BEGIN_SRC clojure2357 (defn movement-kernel2358 "Returns a function which when called with a integer value inside a2359 running simulation will cause movement in the creature according2360 to the muscle's position and strength profile. Each function2361 returns the amount of force applied / max force."2362 [#^Node creature #^Node muscle]2363 (let [target (closest-node creature muscle)2364 axis2365 (.mult (.getWorldRotation muscle) Vector3f/UNIT_Y)2366 strength (muscle-strength muscle)2368 pool (motor-pool muscle)2369 pool-integral (reductions + pool)2370 forces2371 (vec (map #(float (* strength (/ % (last pool-integral))))2372 pool-integral))2373 control (.getControl target RigidBodyControl)]2374 (fn [n]2375 (let [pool-index (max 0 (min n (dec (count pool))))2376 force (forces pool-index)]2377 (.applyTorque control (.mult axis force))2378 (float (/ force strength))))))2380 (defn movement!2381 "Endow the creature with the power of movement. Returns a sequence2382 of functions, each of which accept an integer value and will2383 activate their corresponding muscle."2384 [#^Node creature]2385 (for [muscle (muscles creature)]2386 (movement-kernel creature muscle)))2387 #+END_SRC2388 #+end_listing2391 =movement-kernel= creates a function that controls the movement2392 of the nearest physical node to the muscle node. The muscle exerts2393 a rotational force dependent on it's orientation to the object in2394 the Blender file. The function returned by =movement-kernel= is2395 also a sense function: it returns the percent of the total muscle2396 strength that is currently being employed. This is analogous to2397 muscle tension in humans and completes the sense of proprioception2398 begun in the last chapter.2400 ** =CORTEX= brings complex creatures to life!2402 The ultimate test of =CORTEX= is to create a creature with the full2403 gamut of senses and put it though its paces.2405 With all senses enabled, my right hand model looks like an2406 intricate marionette hand with several strings for each finger:2408 #+caption: View of the hand model with all sense nodes. You can see2409 #+caption: the joint, muscle, ear, and eye nodes here.2410 #+name: hand-nodes-12411 #+ATTR_LaTeX: :width 11cm2412 [[./images/hand-with-all-senses2.png]]2414 #+caption: An alternate view of the hand.2415 #+name: hand-nodes-22416 #+ATTR_LaTeX: :width 15cm2417 [[./images/hand-with-all-senses3.png]]2419 With the hand fully rigged with senses, I can run it though a test2420 that will test everything.2422 #+caption: Selected frames from a full test of the hand with all2423 #+caption: senses. Note especially the interactions the hand has2424 #+caption: with itself: it feels its own palm and fingers, and when2425 #+caption: it curls its fingers, it sees them with its eye (which2426 #+caption: is located in the center of the palm. The red block2427 #+caption: appears with a pure tone sound. The hand then uses its2428 #+caption: muscles to launch the cube!2429 #+name: integration2430 #+ATTR_LaTeX: :width 15cm2431 [[./images/integration.png]]2433 ** =CORTEX= enables many possibilities for further research2435 Often times, the hardest part of building a system involving2436 creatures is dealing with physics and graphics. =CORTEX= removes2437 much of this initial difficulty and leaves researchers free to2438 directly pursue their ideas. I hope that even undergrads with a2439 passing curiosity about simulated touch or creature evolution will2440 be able to use cortex for experimentation. =CORTEX= is a completely2441 simulated world, and far from being a disadvantage, its simulated2442 nature enables you to create senses and creatures that would be2443 impossible to make in the real world.2445 While not by any means a complete list, here are some paths2446 =CORTEX= is well suited to help you explore:2448 - Empathy :: my empathy program leaves many areas for2449 improvement, among which are using vision to infer2450 proprioception and looking up sensory experience with imagined2451 vision, touch, and sound.2452 - Evolution :: Karl Sims created a rich environment for simulating2453 the evolution of creatures on a Connection Machine2454 (\cite{sims-evolving-creatures}). Today, this can be redone2455 and expanded with =CORTEX= on an ordinary computer.2456 - Exotic senses :: Cortex enables many fascinating senses that are2457 not possible to build in the real world. For example,2458 telekinesis is an interesting avenue to explore. You can also2459 make a ``semantic'' sense which looks up metadata tags on2460 objects in the environment the metadata tags might contain2461 other sensory information.2462 - Imagination via subworlds :: this would involve a creature with2463 an effector which creates an entire new sub-simulation where2464 the creature has direct control over placement/creation of2465 objects via simulated telekinesis. The creature observes this2466 sub-world through its normal senses and uses its observations2467 to make predictions about its top level world.2468 - Simulated prescience :: step the simulation forward a few ticks,2469 gather sensory data, then supply this data for the creature as2470 one of its actual senses. The cost of prescience is slowing2471 the simulation down by a factor proportional to however far2472 you want the entities to see into the future. What happens2473 when two evolved creatures that can each see into the future2474 fight each other?2475 - Swarm creatures :: Program a group of creatures that cooperate2476 with each other. Because the creatures would be simulated, you2477 could investigate computationally complex rules of behavior2478 which still, from the group's point of view, would happen in2479 real time. Interactions could be as simple as cellular2480 organisms communicating via flashing lights, or as complex as2481 humanoids completing social tasks, etc.2482 - =HACKER= for writing muscle-control programs :: Presented with a2483 low-level muscle control / sense API, generate higher level2484 programs for accomplishing various stated goals. Example goals2485 might be "extend all your fingers" or "move your hand into the2486 area with blue light" or "decrease the angle of this joint".2487 It would be like Sussman's HACKER, except it would operate2488 with much more data in a more realistic world. Start off with2489 "calisthenics" to develop subroutines over the motor control2490 API. The low level programming code might be a turning machine2491 that could develop programs to iterate over a "tape" where2492 each entry in the tape could control recruitment of the fibers2493 in a muscle.2494 - Sense fusion :: There is much work to be done on sense2495 integration -- building up a coherent picture of the world and2496 the things in it. With =CORTEX= as a base, you can explore2497 concepts like self-organizing maps or cross modal clustering2498 in ways that have never before been tried.2499 - Inverse kinematics :: experiments in sense guided motor control2500 are easy given =CORTEX='s support -- you can get right to the2501 hard control problems without worrying about physics or2502 senses.2504 \newpage2506 * =EMPATH=: action recognition in a simulated worm2508 Here I develop a computational model of empathy, using =CORTEX= as a2509 base. Empathy in this context is the ability to observe another2510 creature and infer what sorts of sensations that creature is2511 feeling. My empathy algorithm involves multiple phases. First is2512 free-play, where the creature moves around and gains sensory2513 experience. From this experience I construct a representation of the2514 creature's sensory state space, which I call \Phi-space. Using2515 \Phi-space, I construct an efficient function which takes the2516 limited data that comes from observing another creature and enriches2517 it with a full compliment of imagined sensory data. I can then use2518 the imagined sensory data to recognize what the observed creature is2519 doing and feeling, using straightforward embodied action predicates.2520 This is all demonstrated with using a simple worm-like creature, and2521 recognizing worm-actions based on limited data.2523 #+caption: Here is the worm with which we will be working. It is2524 #+caption: composed of 5 segments. Each segment has a pair of2525 #+caption: extensor and flexor muscles. Each of the worm's four2526 #+caption: joints is a hinge joint which allows about 30 degrees of2527 #+caption: rotation to either side. Each segment of the worm is2528 #+caption: touch-capable and has a uniform distribution of touch2529 #+caption: sensors on each of its faces. Each joint has a2530 #+caption: proprioceptive sense to detect relative positions. The2531 #+caption: worm segments are all the same except for the first one,2532 #+caption: which has a much higher weight than the others to allow2533 #+caption: for easy manual motor control.2534 #+name: basic-worm-view2535 #+ATTR_LaTeX: :width 10cm2536 [[./images/basic-worm-view.png]]2538 #+caption: Program for reading a worm from a Blender file and2539 #+caption: outfitting it with the senses of proprioception,2540 #+caption: touch, and the ability to move, as specified in the2541 #+caption: Blender file.2542 #+name: get-worm2543 #+begin_listing clojure2544 #+begin_src clojure2545 (defn worm []2546 (let [model (load-blender-model "Models/worm/worm.blend")]2547 {:body (doto model (body!))2548 :touch (touch! model)2549 :proprioception (proprioception! model)2550 :muscles (movement! model)}))2551 #+end_src2552 #+end_listing2554 ** Embodiment factors action recognition into manageable parts2556 Using empathy, I divide the problem of action recognition into a2557 recognition process expressed in the language of a full compliment2558 of senses, and an imaginative process that generates full sensory2559 data from partial sensory data. Splitting the action recognition2560 problem in this manner greatly reduces the total amount of work to2561 recognize actions: The imaginative process is mostly just matching2562 previous experience, and the recognition process gets to use all2563 the senses to directly describe any action.2565 ** Action recognition is easy with a full gamut of senses2567 Embodied representation using multiple senses such as touch,2568 proprioception, and muscle tension turns out be exceedingly2569 efficient at describing body-centered actions. It is the right2570 language for the job. For example, it takes only around 5 lines of2571 clojure code to describe the action of curling using embodied2572 primitives. It takes about 10 lines to describe the seemingly2573 complicated action of wiggling.2575 The following action predicates each take a stream of sensory2576 experience, observe however much of it they desire, and decide2577 whether the worm is doing the action they describe. =curled?=2578 relies on proprioception, =resting?= relies on touch, =wiggling?=2579 relies on a Fourier analysis of muscle contraction, and2580 =grand-circle?= relies on touch and reuses =curled?= in its2581 definition, showing how embodied predicates can be composed.2584 #+caption: Program for detecting whether the worm is curled. This is the2585 #+caption: simplest action predicate, because it only uses the last frame2586 #+caption: of sensory experience, and only uses proprioceptive data. Even2587 #+caption: this simple predicate, however, is automatically frame2588 #+caption: independent and ignores vermopomorphic\protect\footnotemark2589 #+caption: \space differences such as worm textures and colors.2590 #+name: curled2591 #+begin_listing clojure2592 #+begin_src clojure2593 (defn curled?2594 "Is the worm curled up?"2595 [experiences]2596 (every?2597 (fn [[_ _ bend]]2598 (> (Math/sin bend) 0.64))2599 (:proprioception (peek experiences))))2600 #+end_src2601 #+end_listing2603 #+BEGIN_LaTeX2604 \footnotetext{Like \emph{anthropomorphic} except for worms instead of humans.}2605 #+END_LaTeX2607 #+caption: Program for summarizing the touch information in a patch2608 #+caption: of skin.2609 #+name: touch-summary2610 #+begin_listing clojure2611 #+begin_src clojure2612 (defn contact2613 "Determine how much contact a particular worm segment has with2614 other objects. Returns a value between 0 and 1, where 1 is full2615 contact and 0 is no contact."2616 [touch-region [coords contact :as touch]]2617 (-> (zipmap coords contact)2618 (select-keys touch-region)2619 (vals)2620 (#(map first %))2621 (average)2622 (* 10)2623 (- 1)2624 (Math/abs)))2625 #+end_src2626 #+end_listing2629 #+caption: Program for detecting whether the worm is at rest. This program2630 #+caption: uses a summary of the tactile information from the underbelly2631 #+caption: of the worm, and is only true if every segment is touching the2632 #+caption: floor. Note that this function contains no references to2633 #+caption: proprioception at all.2634 #+name: resting2635 #+begin_listing clojure2636 #+begin_src clojure2637 (def worm-segment-bottom (rect-region [8 15] [14 22]))2639 (defn resting?2640 "Is the worm resting on the ground?"2641 [experiences]2642 (every?2643 (fn [touch-data]2644 (< 0.9 (contact worm-segment-bottom touch-data)))2645 (:touch (peek experiences))))2646 #+end_src2647 #+end_listing2649 #+caption: Program for detecting whether the worm is curled up into a2650 #+caption: full circle. Here the embodied approach begins to shine, as2651 #+caption: I am able to both use a previous action predicate (=curled?=)2652 #+caption: as well as the direct tactile experience of the head and tail.2653 #+name: grand-circle2654 #+begin_listing clojure2655 #+begin_src clojure2656 (def worm-segment-bottom-tip (rect-region [15 15] [22 22]))2658 (def worm-segment-top-tip (rect-region [0 15] [7 22]))2660 (defn grand-circle?2661 "Does the worm form a majestic circle (one end touching the other)?"2662 [experiences]2663 (and (curled? experiences)2664 (let [worm-touch (:touch (peek experiences))2665 tail-touch (worm-touch 0)2666 head-touch (worm-touch 4)]2667 (and (< 0.55 (contact worm-segment-bottom-tip tail-touch))2668 (< 0.55 (contact worm-segment-top-tip head-touch))))))2669 #+end_src2670 #+end_listing2673 #+caption: Program for detecting whether the worm has been wiggling for2674 #+caption: the last few frames. It uses a Fourier analysis of the muscle2675 #+caption: contractions of the worm's tail to determine wiggling. This is2676 #+caption: significant because there is no particular frame that clearly2677 #+caption: indicates that the worm is wiggling --- only when multiple frames2678 #+caption: are analyzed together is the wiggling revealed. Defining2679 #+caption: wiggling this way also gives the worm an opportunity to learn2680 #+caption: and recognize ``frustrated wiggling'', where the worm tries to2681 #+caption: wiggle but can't. Frustrated wiggling is very visually different2682 #+caption: from actual wiggling, but this definition gives it to us for free.2683 #+name: wiggling2684 #+begin_listing clojure2685 #+begin_src clojure2686 (defn fft [nums]2687 (map2688 #(.getReal %)2689 (.transform2690 (FastFourierTransformer. DftNormalization/STANDARD)2691 (double-array nums) TransformType/FORWARD)))2693 (def indexed (partial map-indexed vector))2695 (defn max-indexed [s]2696 (first (sort-by (comp - second) (indexed s))))2698 (defn wiggling?2699 "Is the worm wiggling?"2700 [experiences]2701 (let [analysis-interval 0x40]2702 (when (> (count experiences) analysis-interval)2703 (let [a-flex 32704 a-ex 22705 muscle-activity2706 (map :muscle (vector:last-n experiences analysis-interval))2707 base-activity2708 (map #(- (% a-flex) (% a-ex)) muscle-activity)]2709 (= 22710 (first2711 (max-indexed2712 (map #(Math/abs %)2713 (take 20 (fft base-activity))))))))))2714 #+end_src2715 #+end_listing2717 With these action predicates, I can now recognize the actions of2718 the worm while it is moving under my control and I have access to2719 all the worm's senses.2721 #+caption: Use the action predicates defined earlier to report on2722 #+caption: what the worm is doing while in simulation.2723 #+name: report-worm-activity2724 #+begin_listing clojure2725 #+begin_src clojure2726 (defn debug-experience2727 [experiences text]2728 (cond2729 (grand-circle? experiences) (.setText text "Grand Circle")2730 (curled? experiences) (.setText text "Curled")2731 (wiggling? experiences) (.setText text "Wiggling")2732 (resting? experiences) (.setText text "Resting")))2733 #+end_src2734 #+end_listing2736 #+caption: Using =debug-experience=, the body-centered predicates2737 #+caption: work together to classify the behavior of the worm.2738 #+caption: the predicates are operating with access to the worm's2739 #+caption: full sensory data.2740 #+name: basic-worm-view2741 #+ATTR_LaTeX: :width 10cm2742 [[./images/worm-identify-init.png]]2744 These action predicates satisfy the recognition requirement of an2745 empathic recognition system. There is power in the simplicity of2746 the action predicates. They describe their actions without getting2747 confused in visual details of the worm. Each one is independent of2748 position and rotation, but more than that, they are each2749 independent of irrelevant visual details of the worm and the2750 environment. They will work regardless of whether the worm is a2751 different color or heavily textured, or if the environment has2752 strange lighting.2754 Consider how the human act of jumping might be described with2755 body-centered action predicates: You might specify that jumping is2756 mainly the feeling of your knees bending, your thigh muscles2757 contracting, and your inner ear experiencing a certain sort of back2758 and forth acceleration. This representation is a very concrete2759 description of jumping, couched in terms of muscles and senses, but2760 it also has the ability to describe almost all kinds of jumping, a2761 generality that you might think could only be achieved by a very2762 abstract description. The body centered jumping predicate does not2763 have terms that consider the color of a person's skin or whether2764 they are male or female, instead it gets right to the meat of what2765 jumping actually /is/.2767 Of course, the action predicates are not directly applicable to2768 video data, which lacks the advanced sensory information which they2769 require!2771 The trick now is to make the action predicates work even when the2772 sensory data on which they depend is absent!2774 ** \Phi-space describes the worm's experiences2776 As a first step towards building empathy, I need to gather all of2777 the worm's experiences during free play. I use a simple vector to2778 store all the experiences.2780 Each element of the experience vector exists in the vast space of2781 all possible worm-experiences. Most of this vast space is actually2782 unreachable due to physical constraints of the worm's body. For2783 example, the worm's segments are connected by hinge joints that put2784 a practical limit on the worm's range of motions without limiting2785 its degrees of freedom. Some groupings of senses are impossible;2786 the worm can not be bent into a circle so that its ends are2787 touching and at the same time not also experience the sensation of2788 touching itself.2790 As the worm moves around during free play and its experience vector2791 grows larger, the vector begins to define a subspace which is all2792 the sensations the worm can practically experience during normal2793 operation. I call this subspace \Phi-space, short for2794 physical-space. The experience vector defines a path through2795 \Phi-space. This path has interesting properties that all derive2796 from physical embodiment. The proprioceptive components of the path2797 vary smoothly, because in order for the worm to move from one2798 position to another, it must pass through the intermediate2799 positions. The path invariably forms loops as common actions are2800 repeated. Finally and most importantly, proprioception alone2801 actually gives very strong inference about the other senses. For2802 example, when the worm is proprioceptively flat over several2803 frames, you can infer that it is touching the ground and that its2804 muscles are not active, because if the muscles were active, the2805 worm would be moving and would not remain perfectly flat. In order2806 to stay flat, the worm has to be touching the ground, or it would2807 again be moving out of the flat position due to gravity. If the2808 worm is positioned in such a way that it interacts with itself,2809 then it is very likely to be feeling the same tactile feelings as2810 the last time it was in that position, because it has the same body2811 as then. As you observe multiple frames of proprioceptive data, you2812 can become increasingly confident about the exact activations of2813 the worm's muscles, because it generally takes a unique combination2814 of muscle contractions to transform the worm's body along a2815 specific path through \Phi-space.2817 The worm's total life experience is a long looping path through2818 \Phi-space. I will now introduce simple way of taking that2819 experience path and building a function that can infer complete2820 sensory experience given only a stream of proprioceptive data. This2821 /empathy/ function will provide a bridge to use the body centered2822 action predicates on video-like streams of information.2824 ** Empathy is the process of building paths in \Phi-space2826 Here is the core of a basic empathy algorithm, starting with an2827 experience vector:2829 An /experience-index/ is an index into the grand experience vector2830 that defines the worm's life. It is a time-stamp for each set of2831 sensations the worm has experienced.2833 First, I group the experience-indices into bins according to the2834 similarity of their proprioceptive data. I organize my bins into a2835 3 level hierarchy. The smallest bins have an approximate size of2836 0.001 radians in all proprioceptive dimensions. Each higher level2837 is 10x bigger than the level below it.2839 The bins serve as a hashing function for proprioceptive data. Given2840 a single piece of proprioceptive experience, the bins allow me to2841 rapidly find all other similar experience-indices of past2842 experience that had a very similar proprioceptive configuration.2843 When looking up a proprioceptive experience, if the smallest bin2844 does not match any previous experience, then I use successively2845 larger bins until a match is found or I reach the largest bin.2847 Given a sequence of proprioceptive input, I use the bins to2848 generate a set of similar experiences for each input using the2849 tiered proprioceptive bins.2851 Finally, to infer sensory data, I select the longest consecutive2852 chain of experiences that threads through the sets of similar2853 experiences, starting with the current moment as a root and going2854 backwards. Consecutive experience means that the experiences appear2855 next to each other in the experience vector.2857 A stream of proprioceptive input might be:2859 #+BEGIN_EXAMPLE2860 [ flat, flat, flat, flat, flat, flat, lift-head ]2861 #+END_EXAMPLE2863 The worm's previous experience of lying on the ground and lifting2864 its head generates possible interpretations for each frame (the2865 numbers are experience-indices):2867 #+BEGIN_EXAMPLE2868 [ flat, flat, flat, flat, flat, flat, flat, lift-head ]2869 1 1 1 1 1 1 1 42870 2 2 2 2 2 2 22871 3 3 3 3 3 3 32872 6 6 6 6 6 6 62873 7 7 7 7 7 7 72874 8 8 8 8 8 8 82875 9 9 9 9 9 9 92876 #+END_EXAMPLE2878 These interpretations suggest a new path through phi space:2880 #+BEGIN_EXAMPLE2881 [ flat, flat, flat, flat, flat, flat, flat, lift-head ]2882 6 7 8 9 1 2 3 42883 #+END_EXAMPLE2885 The new path through \Phi-space is synthesized from two actual2886 paths that the creature has experienced: the "1-2-3-4" chain and2887 the "6-7-8-9" chain. The "1-2-3-4" chain is necessary because it2888 ends with the worm lifting its head. It originated from a short2889 training session where the worm rested on the floor for a brief2890 while and then raised its head. The "6-7-8-9" chain is part of a2891 longer chain of inactivity where the worm simply rested on the2892 floor without moving. It is preferred over a "1-2-3" chain (which2893 also describes inactivity) because it is longer. The main ideas2894 again:2896 - Imagined \Phi-space paths are synthesized by looping and mixing2897 previous experiences.2899 - Longer experience paths (less edits) are preferred.2901 - The present is more important than the past --- more recent2902 events take precedence in interpretation.2904 This algorithm has three advantages:2906 1. It's simple2908 3. It's very fast -- retrieving possible interpretations takes2909 constant time. Tracing through chains of interpretations takes2910 time proportional to the average number of experiences in a2911 proprioceptive bin. Redundant experiences in \Phi-space can be2912 merged to save computation.2914 2. It protects from wrong interpretations of transient ambiguous2915 proprioceptive data. For example, if the worm is flat for just2916 an instant, this flatness will not be interpreted as implying2917 that the worm has its muscles relaxed, since the flatness is2918 part of a longer chain which includes a distinct pattern of2919 muscle activation. Markov chains or other memoryless statistical2920 models that operate on individual frames may very well make this2921 mistake.2923 #+caption: Program to convert an experience vector into a2924 #+caption: proprioceptively binned lookup function.2925 #+name: bin2926 #+begin_listing clojure2927 #+begin_src clojure2928 (defn bin [digits]2929 (fn [angles]2930 (->> angles2931 (flatten)2932 (map (juxt #(Math/sin %) #(Math/cos %)))2933 (flatten)2934 (mapv #(Math/round (* % (Math/pow 10 (dec digits))))))))2936 (defn gen-phi-scan2937 "Nearest-neighbors with binning. Only returns a result if2938 the proprioceptive data is within 10% of a previously recorded2939 result in all dimensions."2940 [phi-space]2941 (let [bin-keys (map bin [3 2 1])2942 bin-maps2943 (map (fn [bin-key]2944 (group-by2945 (comp bin-key :proprioception phi-space)2946 (range (count phi-space)))) bin-keys)2947 lookups (map (fn [bin-key bin-map]2948 (fn [proprio] (bin-map (bin-key proprio))))2949 bin-keys bin-maps)]2950 (fn lookup [proprio-data]2951 (set (some #(% proprio-data) lookups)))))2952 #+end_src2953 #+end_listing2955 #+caption: =longest-thread= finds the longest path of consecutive2956 #+caption: past experiences to explain proprioceptive worm data from2957 #+caption: previous data. Here, the film strip represents the2958 #+caption: creature's previous experience. Sort sequences of2959 #+caption: memories are spliced together to match the2960 #+caption: proprioceptive data. Their carry the other senses2961 #+caption: along with them.2962 #+name: phi-space-history-scan2963 #+ATTR_LaTeX: :width 10cm2964 [[./images/film-of-imagination.png]]2966 =longest-thread= infers sensory data by stitching together pieces2967 from previous experience. It prefers longer chains of previous2968 experience to shorter ones. For example, during training the worm2969 might rest on the ground for one second before it performs its2970 exercises. If during recognition the worm rests on the ground for2971 five seconds, =longest-thread= will accommodate this five second2972 rest period by looping the one second rest chain five times.2974 =longest-thread= takes time proportional to the average number of2975 entries in a proprioceptive bin, because for each element in the2976 starting bin it performs a series of set lookups in the preceding2977 bins. If the total history is limited, then this takes time2978 proportional to a only a constant multiple of the number of entries2979 in the starting bin. This analysis also applies, even if the action2980 requires multiple longest chains -- it's still the average number2981 of entries in a proprioceptive bin times the desired chain length.2982 Because =longest-thread= is so efficient and simple, I can2983 interpret worm-actions in real time.2985 #+caption: Program to calculate empathy by tracing though \Phi-space2986 #+caption: and finding the longest (ie. most coherent) interpretation2987 #+caption: of the data.2988 #+name: longest-thread2989 #+begin_listing clojure2990 #+begin_src clojure2991 (defn longest-thread2992 "Find the longest thread from phi-index-sets. The index sets should2993 be ordered from most recent to least recent."2994 [phi-index-sets]2995 (loop [result '()2996 [thread-bases & remaining :as phi-index-sets] phi-index-sets]2997 (if (empty? phi-index-sets)2998 (vec result)2999 (let [threads3000 (for [thread-base thread-bases]3001 (loop [thread (list thread-base)3002 remaining remaining]3003 (let [next-index (dec (first thread))]3004 (cond (empty? remaining) thread3005 (contains? (first remaining) next-index)3006 (recur3007 (cons next-index thread) (rest remaining))3008 :else thread))))3009 longest-thread3010 (reduce (fn [thread-a thread-b]3011 (if (> (count thread-a) (count thread-b))3012 thread-a thread-b))3013 '(nil)3014 threads)]3015 (recur (concat longest-thread result)3016 (drop (count longest-thread) phi-index-sets))))))3017 #+end_src3018 #+end_listing3020 There is one final piece, which is to replace missing sensory data3021 with a best-guess estimate. While I could fill in missing data by3022 using a gradient over the closest known sensory data points,3023 averages can be misleading. It is certainly possible to create an3024 impossible sensory state by averaging two possible sensory states.3025 For example, consider moving your hand in an arc over your head. If3026 for some reason you only have the initial and final positions of3027 this movement in your \Phi-space, averaging them together will3028 produce the proprioceptive sensation of having your hand /inside/3029 your head, which is physically impossible to ever experience3030 (barring motor adaption illusions). Therefore I simply replicate3031 the most recent sensory experience to fill in the gaps.3033 #+caption: Fill in blanks in sensory experience by replicating the most3034 #+caption: recent experience.3035 #+name: infer-nils3036 #+begin_listing clojure3037 #+begin_src clojure3038 (defn infer-nils3039 "Replace nils with the next available non-nil element in the3040 sequence, or barring that, 0."3041 [s]3042 (loop [i (dec (count s))3043 v (transient s)]3044 (if (zero? i) (persistent! v)3045 (if-let [cur (v i)]3046 (if (get v (dec i) 0)3047 (recur (dec i) v)3048 (recur (dec i) (assoc! v (dec i) cur)))3049 (recur i (assoc! v i 0))))))3050 #+end_src3051 #+end_listing3053 ** =EMPATH= recognizes actions efficiently3055 To use =EMPATH= with the worm, I first need to gather a set of3056 experiences from the worm that includes the actions I want to3057 recognize. The =generate-phi-space= program (listing3058 \ref{generate-phi-space} runs the worm through a series of3059 exercises and gathers those experiences into a vector. The3060 =do-all-the-things= program is a routine expressed in a simple3061 muscle contraction script language for automated worm control. It3062 causes the worm to rest, curl, and wiggle over about 700 frames3063 (approx. 11 seconds).3065 #+caption: Program to gather the worm's experiences into a vector for3066 #+caption: further processing. The =motor-control-program= line uses3067 #+caption: a motor control script that causes the worm to execute a series3068 #+caption: of ``exercises'' that include all the action predicates.3069 #+name: generate-phi-space3070 #+begin_listing clojure3071 #+begin_src clojure3072 (def do-all-the-things3073 (concat3074 curl-script3075 [[300 :d-ex 40]3076 [320 :d-ex 0]]3077 (shift-script 280 (take 16 wiggle-script))))3079 (defn generate-phi-space []3080 (let [experiences (atom [])]3081 (run-world3082 (apply-map3083 worm-world3084 (merge3085 (worm-world-defaults)3086 {:end-frame 7003087 :motor-control3088 (motor-control-program worm-muscle-labels do-all-the-things)3089 :experiences experiences})))3090 @experiences))3091 #+end_src3092 #+end_listing3094 #+caption: Use =longest-thread= and a \Phi-space generated from a short3095 #+caption: exercise routine to interpret actions during free play.3096 #+name: empathy-debug3097 #+begin_listing clojure3098 #+begin_src clojure3099 (defn init []3100 (def phi-space (generate-phi-space))3101 (def phi-scan (gen-phi-scan phi-space)))3103 (defn empathy-demonstration []3104 (let [proprio (atom ())]3105 (fn3106 [experiences text]3107 (let [phi-indices (phi-scan (:proprioception (peek experiences)))]3108 (swap! proprio (partial cons phi-indices))3109 (let [exp-thread (longest-thread (take 300 @proprio))3110 empathy (mapv phi-space (infer-nils exp-thread))]3111 (println-repl (vector:last-n exp-thread 22))3112 (cond3113 (grand-circle? empathy) (.setText text "Grand Circle")3114 (curled? empathy) (.setText text "Curled")3115 (wiggling? empathy) (.setText text "Wiggling")3116 (resting? empathy) (.setText text "Resting")3117 :else (.setText text "Unknown")))))))3119 (defn empathy-experiment [record]3120 (.start (worm-world :experience-watch (debug-experience-phi)3121 :record record :worm worm*)))3122 #+end_src3123 #+end_listing3125 These programs create a test for the empathy system. First, the3126 worm's \Phi-space is generated from a simple motor script. Then the3127 worm is re-created in an environment almost exactly identical to3128 the testing environment for the action-predicates, with one major3129 difference : the only sensory information available to the system3130 is proprioception. From just the proprioception data and3131 \Phi-space, =longest-thread= synthesizes a complete record the last3132 300 sensory experiences of the worm. These synthesized experiences3133 are fed directly into the action predicates =grand-circle?=,3134 =curled?=, =wiggling?=, and =resting?= and their outputs are3135 printed to the screen at each frame.3137 The result of running =empathy-experiment= is that the system is3138 generally able to interpret worm actions using the action-predicates3139 on simulated sensory data just as well as with actual data. Figure3140 \ref{empathy-debug-image} was generated using =empathy-experiment=:3142 #+caption: From only proprioceptive data, =EMPATH= was able to infer3143 #+caption: the complete sensory experience and classify four poses3144 #+caption: (The last panel shows a composite image of /wiggling/,3145 #+caption: a dynamic pose.)3146 #+name: empathy-debug-image3147 #+ATTR_LaTeX: :width 10cm :placement [H]3148 [[./images/empathy-1.png]]3150 One way to measure the performance of =EMPATH= is to compare the3151 suitability of the imagined sense experience to trigger the same3152 action predicates as the real sensory experience.3154 #+caption: Determine how closely empathy approximates actual3155 #+caption: sensory data.3156 #+name: test-empathy-accuracy3157 #+begin_listing clojure3158 #+begin_src clojure3159 (def worm-action-label3160 (juxt grand-circle? curled? wiggling?))3162 (defn compare-empathy-with-baseline [matches]3163 (let [proprio (atom ())]3164 (fn3165 [experiences text]3166 (let [phi-indices (phi-scan (:proprioception (peek experiences)))]3167 (swap! proprio (partial cons phi-indices))3168 (let [exp-thread (longest-thread (take 300 @proprio))3169 empathy (mapv phi-space (infer-nils exp-thread))3170 experience-matches-empathy3171 (= (worm-action-label experiences)3172 (worm-action-label empathy))]3173 (println-repl experience-matches-empathy)3174 (swap! matches #(conj % experience-matches-empathy)))))))3176 (defn accuracy [v]3177 (float (/ (count (filter true? v)) (count v))))3179 (defn test-empathy-accuracy []3180 (let [res (atom [])]3181 (run-world3182 (worm-world :experience-watch3183 (compare-empathy-with-baseline res)3184 :worm worm*))3185 (accuracy @res)))3186 #+end_src3187 #+end_listing3189 Running =test-empathy-accuracy= using the very short exercise3190 program =do-all-the-things= defined in listing3191 \ref{generate-phi-space}, and then doing a similar pattern of3192 activity using manual control of the worm, yields an accuracy of3193 around 73%. This is based on very limited worm experience, and3194 almost all errors are due to the worm's \Phi-space being too3195 incomplete to properly interpret common poses. By manually training3196 the worm for longer using =init-interactive= defined in listing3197 \ref{manual-phi-space}, the accuracy dramatically improves:3199 #+caption: Program to generate \Phi-space using manual training.3200 #+name: manual-phi-space3201 #+begin_listing clojure3202 #+begin_src clojure3203 (defn init-interactive []3204 (def phi-space3205 (let [experiences (atom [])]3206 (run-world3207 (apply-map3208 worm-world3209 (merge3210 (worm-world-defaults)3211 {:experiences experiences})))3212 @experiences))3213 (def phi-scan (gen-phi-scan phi-space)))3214 #+end_src3215 #+end_listing3217 =init-interactive= allows me to take direct control of the worm's3218 muscles and run it through each characteristic movement I care3219 about. After about 1 minute of manual training, I was able to3220 achieve 95% accuracy on manual testing of the worm using3221 =test-empathy-accuracy=. The majority of disagreements are near the3222 transition boundaries from one type of action to another. During3223 these transitions the exact label for the action is often unclear,3224 and disagreement between empathy and experience is practically3225 irrelevant. Thus, the system's effective identification accuracy is3226 even higher than 95%. When I watch this system myself, I generally3227 see no errors in action identification compared to my own judgment3228 of what the worm is doing.3230 ** Digression: Learning touch sensor layout through free play3232 In the previous chapter I showed how to compute actions in terms of3233 body-centered predicates, but some of those predicates relied on3234 the average touch activation of pre-defined regions of the worm's3235 skin. What if, instead of receiving touch pre-grouped into the six3236 faces of each worm segment, the true partitioning of the worm's3237 skin was unknown? This is more similar to how a nerve fiber bundle3238 might be arranged inside an animal. While two fibers that are close3239 in a nerve bundle /might/ correspond to two touch sensors that are3240 close together on the skin, the process of taking a complicated3241 surface and forcing it into essentially a 2D circle requires that3242 some regions of skin that are close together in the animal end up3243 far apart in the nerve bundle.3245 In this chapter I show how to automatically learn the3246 skin-partitioning of a worm segment by free exploration. As the3247 worm rolls around on the floor, large sections of its surface get3248 activated. If the worm has stopped moving, then whatever region of3249 skin that is touching the floor is probably an important region,3250 and should be recorded. The code I provide relies on the worm3251 segment having flat faces, but still demonstrates a primitive kind3252 of multi-sensory bootstrapping that I find appealing.3254 #+caption: Program to detect whether the worm is in a resting state3255 #+caption: with one face touching the floor.3256 #+name: pure-touch3257 #+begin_listing clojure3258 #+begin_src clojure3259 (def full-contact [(float 0.0) (float 0.1)])3261 (defn pure-touch?3262 "This is worm specific code to determine if a large region of touch3263 sensors is either all on or all off."3264 [[coords touch :as touch-data]]3265 (= (set (map first touch)) (set full-contact)))3266 #+end_src3267 #+end_listing3269 After collecting these important regions, there will many nearly3270 similar touch regions. While for some purposes the subtle3271 differences between these regions will be important, for my3272 purposes I collapse them into mostly non-overlapping sets using3273 =remove-similar= in listing \ref{remove-similar}3275 #+caption: Program to take a list of sets of points and ``collapse them''3276 #+caption: so that the remaining sets in the list are significantly3277 #+caption: different from each other. Prefer smaller sets to larger ones.3278 #+name: remove-similar3279 #+begin_listing clojure3280 #+begin_src clojure3281 (defn remove-similar3282 [coll]3283 (loop [result () coll (sort-by (comp - count) coll)]3284 (if (empty? coll) result3285 (let [[x & xs] coll3286 c (count x)]3287 (if (some3288 (fn [other-set]3289 (let [oc (count other-set)]3290 (< (- (count (union other-set x)) c) (* oc 0.1))))3291 xs)3292 (recur result xs)3293 (recur (cons x result) xs))))))3294 #+end_src3295 #+end_listing3297 Actually running this simulation is easy given =CORTEX='s facilities.3299 #+caption: Collect experiences while the worm moves around. Filter the touch3300 #+caption: sensations by stable ones, collapse similar ones together,3301 #+caption: and report the regions learned.3302 #+name: learn-touch3303 #+begin_listing clojure3304 #+begin_src clojure3305 (defn learn-touch-regions []3306 (let [experiences (atom [])3307 world (apply-map3308 worm-world3309 (assoc (worm-segment-defaults)3310 :experiences experiences))]3311 (run-world world)3312 (->>3313 @experiences3314 (drop 175)3315 ;; access the single segment's touch data3316 (map (comp first :touch))3317 ;; only deal with "pure" touch data to determine surfaces3318 (filter pure-touch?)3319 ;; associate coordinates with touch values3320 (map (partial apply zipmap))3321 ;; select those regions where contact is being made3322 (map (partial group-by second))3323 (map #(get % full-contact))3324 (map (partial map first))3325 ;; remove redundant/subset regions3326 (map set)3327 remove-similar)))3329 (defn learn-and-view-touch-regions []3330 (map view-touch-region3331 (learn-touch-regions)))3332 #+end_src3333 #+end_listing3335 The only thing remaining to define is the particular motion the worm3336 must take. I accomplish this with a simple motor control program.3338 #+caption: Motor control program for making the worm roll on the ground.3339 #+caption: This could also be replaced with random motion.3340 #+name: worm-roll3341 #+begin_listing clojure3342 #+begin_src clojure3343 (defn touch-kinesthetics []3344 [[170 :lift-1 40]3345 [190 :lift-1 19]3346 [206 :lift-1 0]3348 [400 :lift-2 40]3349 [410 :lift-2 0]3351 [570 :lift-2 40]3352 [590 :lift-2 21]3353 [606 :lift-2 0]3355 [800 :lift-1 30]3356 [809 :lift-1 0]3358 [900 :roll-2 40]3359 [905 :roll-2 20]3360 [910 :roll-2 0]3362 [1000 :roll-2 40]3363 [1005 :roll-2 20]3364 [1010 :roll-2 0]3366 [1100 :roll-2 40]3367 [1105 :roll-2 20]3368 [1110 :roll-2 0]3369 ])3370 #+end_src3371 #+end_listing3374 #+caption: The small worm rolls around on the floor, driven3375 #+caption: by the motor control program in listing \ref{worm-roll}.3376 #+name: worm-roll3377 #+ATTR_LaTeX: :width 12cm3378 [[./images/worm-roll.png]]3380 #+caption: After completing its adventures, the worm now knows3381 #+caption: how its touch sensors are arranged along its skin. Each of these six rectangles are touch sensory patterns that were3382 #+caption: deemed important by3383 #+caption: =learn-touch-regions=. Each white square in the rectangles3384 #+caption: above is a cluster of ``related" touch nodes as determined3385 #+caption: by the system. The worm has correctly discovered that it has six faces, and has partitioned its sensory map into these six faces.3386 #+name: worm-touch-map3387 #+ATTR_LaTeX: :width 12cm3388 [[./images/touch-learn.png]]3390 While simple, =learn-touch-regions= exploits regularities in both3391 the worm's physiology and the worm's environment to correctly3392 deduce that the worm has six sides. Note that =learn-touch-regions=3393 would work just as well even if the worm's touch sense data were3394 completely scrambled. The cross shape is just for convenience. This3395 example justifies the use of pre-defined touch regions in =EMPATH=.3397 ** Recognizing an object using embodied representation3399 At the beginning of the thesis, I suggested that we might recognize3400 the chair in Figure \ref{hidden-chair} by imagining ourselves in3401 the position of the man and realizing that he must be sitting on3402 something in order to maintain that position. Here, I present a3403 brief elaboration on how to this might be done.3405 First, I need the feeling of leaning or resting /on/ some other3406 object that is not the floor. This feeling is easy to describe3407 using an embodied representation.3409 #+caption: Program describing the sense of leaning or resting on something.3410 #+caption: This involves a relaxed posture, the feeling of touching something,3411 #+caption: and a period of stability where the worm does not move.3412 #+name: draped3413 #+begin_listing clojure3414 #+begin_src clojure3415 (defn draped?3416 "Is the worm:3417 -- not flat (the floor is not a 'chair')3418 -- supported (not using its muscles to hold its position)3419 -- stable (not changing its position)3420 -- touching something (must register contact)"3421 [experiences]3422 (let [b2-hash (bin 2)3423 touch (:touch (peek experiences))3424 total-contact3425 (reduce3426 +3427 (map #(contact all-touch-coordinates %)3428 (rest touch)))]3429 (println total-contact)3430 (and (not (resting? experiences))3431 (every?3432 zero?3433 (-> experiences3434 (vector:last-n 25)3435 (#(map :muscle %))3436 (flatten)))3437 (-> experiences3438 (vector:last-n 20)3439 (#(map (comp b2-hash flatten :proprioception) %))3440 (set)3441 (count) (= 1))3442 (< 0.03 total-contact))))3443 #+end_src3444 #+end_listing3446 #+caption: The =draped?= predicate detects the presence of the cube3447 #+caption: whenever the worm interacts with it. The details of the3448 #+caption: cube are irrelevant; only the way it influences the3449 #+caption: worm's body matters. The ``unknown'' label on the fifth3450 #+caption: frame is due to the fact that the worm is not3451 #+caption: stationary. =draped?= will only declare that the worm3452 #+caption: is draped if it has been still for a while.3453 #+name: draped-video3454 #+ATTR_LaTeX: :width 13cm3455 [[./images/draped.png]]3457 Though this is a simple example, using the =draped?= predicate to3458 detect a cube has interesting advantages. The =draped?= predicate3459 describes the cube not in terms of properties that the cube has,3460 but instead in terms of how the worm interacts with it physically.3461 This means that the cube can still be detected even if it is not3462 visible, as long as its influence on the worm's body is visible.3464 This system will also see the virtual cube created by a3465 ``mimeworm", which uses its muscles in a very controlled way to3466 mimic the appearance of leaning on a cube. The system will3467 anticipate that there is an actual invisible cube that provides3468 support!3470 #+caption: Can you see the thing that this person is leaning on?3471 #+caption: What properties does it have, other than how it makes3472 #+caption: the man's elbow and shoulder feel? I wonder if people3473 #+caption: who can actually maintain this pose easily still see the3474 #+caption: support?3475 #+name: mime3476 #+ATTR_LaTeX: :width 6cm3477 [[./images/pablo-the-mime.png]]3479 This makes me wonder about the psychology of actual mimes. Suppose3480 for a moment that people have something analogous to \Phi-space and3481 that one of the ways that they find objects in a scene is by their3482 relation to other people's bodies. Suppose that a person watches a3483 person miming an invisible wall. For a person with no experience3484 with miming, their \Phi-space will only have entries that describe3485 the scene with the sensation of their hands touching a wall. This3486 sensation of touch will create a strong impression of a wall, even3487 though the wall would have to be invisible. A person with3488 experience in miming however, will have entries in their \Phi-space3489 that describe the wall-miming position without a sense of touch. It3490 will not seem to such as person that an invisible wall is present,3491 but merely that the mime is holding out their hands in a special3492 way. Thus, the theory that humans use something like \Phi-space3493 weakly predicts that learning how to mime should break the power of3494 miming illusions. Most optical illusions still work no matter how3495 much you know about them, so this proposal would be quite3496 interesting to test, as it predicts a non-standard result!3499 #+BEGIN_LaTeX3500 \clearpage3501 #+END_LaTeX3503 * Contributions3505 The big idea behind this thesis is a new way to represent and3506 recognize physical actions, which I call /empathic representation/.3507 Actions are represented as predicates which have access to the3508 totality of a creature's sensory abilities. To recognize the3509 physical actions of another creature similar to yourself, you3510 imagine what they would feel by examining the position of their body3511 and relating it to your own previous experience.3513 Empathic representation of physical actions is robust and general.3514 Because the representation is body-centered, it avoids baking in a3515 particular viewpoint like you might get from learning from example3516 videos. Because empathic representation relies on all of a3517 creature's senses, it can describe exactly what an action /feels3518 like/ without getting caught up in irrelevant details such as visual3519 appearance. I think it is important that a correct description of3520 jumping (for example) should not include irrelevant details such as3521 the color of a person's clothes or skin; empathic representation can3522 get right to the heart of what jumping is by describing it in terms3523 of touch, muscle contractions, and a brief feeling of3524 weightlessness. Empathic representation is very low-level in that it3525 describes actions using concrete sensory data with little3526 abstraction, but it has the generality of much more abstract3527 representations!3529 Another important contribution of this thesis is the development of3530 the =CORTEX= system, a complete environment for creating simulated3531 creatures. You have seen how to implement five senses: touch,3532 proprioception, hearing, vision, and muscle tension. You have seen3533 how to create new creatures using Blender, a 3D modeling tool.3535 As a minor digression, you also saw how I used =CORTEX= to enable a3536 tiny worm to discover the topology of its skin simply by rolling on3537 the ground. You also saw how to detect objects using only embodied3538 predicates.3540 In conclusion, for this thesis I:3542 - Developed the idea of embodied representation, which describes3543 actions that a creature can do in terms of first-person sensory3544 data.3546 - Developed a method of empathic action recognition which uses3547 previous embodied experience and embodied representation of3548 actions to greatly constrain the possible interpretations of an3549 action.3551 - Created =EMPATH=, a program which uses empathic action3552 recognition to recognize physical actions in a simple model3553 involving segmented worm-like creatures.3555 - Created =CORTEX=, a comprehensive platform for embodied AI3556 experiments. It is the base on which =EMPATH= is built.3558 #+BEGIN_LaTeX3559 \clearpage3560 \appendix3561 #+END_LaTeX3563 * Appendix: =CORTEX= User Guide3565 Those who write a thesis should endeavor to make their code not only3566 accessible, but actually usable, as a way to pay back the community3567 that made the thesis possible in the first place. This thesis would3568 not be possible without Free Software such as jMonkeyEngine3,3569 Blender, clojure, =emacs=, =ffmpeg=, and many other tools. That is3570 why I have included this user guide, in the hope that someone else3571 might find =CORTEX= useful.3573 ** Obtaining =CORTEX=3575 You can get cortex from its mercurial repository at3576 http://hg.bortreb.com/cortex. You may also download =CORTEX=3577 releases at http://aurellem.org/cortex/releases/. As a condition of3578 making this thesis, I have also provided Professor Winston the3579 =CORTEX= source, and he knows how to run the demos and get started.3580 You may also email me at =cortex@aurellem.org= and I may help where3581 I can.3583 ** Running =CORTEX=3585 =CORTEX= comes with README and INSTALL files that will guide you3586 through installation and running the test suite. In particular you3587 should look at test =cortex.test= which contains test suites that3588 run through all senses and multiple creatures.3590 ** Creating creatures3592 Creatures are created using /Blender/, a free 3D modeling program.3593 You will need Blender version 2.6 when using the =CORTEX= included3594 in this thesis. You create a =CORTEX= creature in a similar manner3595 to modeling anything in Blender, except that you also create3596 several trees of empty nodes which define the creature's senses.3598 *** Mass3600 To give an object mass in =CORTEX=, add a ``mass'' metadata label3601 to the object with the mass in jMonkeyEngine units. Note that3602 setting the mass to 0 causes the object to be immovable.3604 *** Joints3606 Joints are created by creating an empty node named =joints= and3607 then creating any number of empty child nodes to represent your3608 creature's joints. The joint will automatically connect the3609 closest two physical objects. It will help to set the empty node's3610 display mode to ``Arrows'' so that you can clearly see the3611 direction of the axes.3613 Joint nodes should have the following metadata under the ``joint''3614 label:3616 #+BEGIN_SRC clojure3617 ;; ONE of the following, under the label "joint":3618 {:type :point}3620 ;; OR3622 {:type :hinge3623 :limit [<limit-low> <limit-high>]3624 :axis (Vector3f. <x> <y> <z>)}3625 ;;(:axis defaults to (Vector3f. 1 0 0) if not provided for hinge joints)3627 ;; OR3629 {:type :cone3630 :limit-xz <lim-xz>3631 :limit-xy <lim-xy>3632 :twist <lim-twist>} ;(use XZY rotation mode in Blender!)3633 #+END_SRC3635 *** Eyes3637 Eyes are created by creating an empty node named =eyes= and then3638 creating any number of empty child nodes to represent your3639 creature's eyes.3641 Eye nodes should have the following metadata under the ``eye''3642 label:3644 #+BEGIN_SRC clojure3645 {:red <red-retina-definition>3646 :blue <blue-retina-definition>3647 :green <green-retina-definition>3648 :all <all-retina-definition>3649 (<0xrrggbb> <custom-retina-image>)...3650 }3651 #+END_SRC3653 Any of the color channels may be omitted. You may also include3654 your own color selectors, and in fact :red is equivalent to3655 0xFF0000 and so forth. The eye will be placed at the same position3656 as the empty node and will bind to the neatest physical object.3657 The eye will point outward from the X-axis of the node, and ``up''3658 will be in the direction of the X-axis of the node. It will help3659 to set the empty node's display mode to ``Arrows'' so that you can3660 clearly see the direction of the axes.3662 Each retina file should contain white pixels wherever you want to be3663 sensitive to your chosen color. If you want the entire field of3664 view, specify :all of 0xFFFFFF and a retinal map that is entirely3665 white.3667 Here is a sample retinal map:3669 #+caption: An example retinal profile image. White pixels are3670 #+caption: photo-sensitive elements. The distribution of white3671 #+caption: pixels is denser in the middle and falls off at the3672 #+caption: edges and is inspired by the human retina.3673 #+name: retina3674 #+ATTR_LaTeX: :width 7cm :placement [H]3675 [[./images/retina-small.png]]3677 *** Hearing3679 Ears are created by creating an empty node named =ears= and then3680 creating any number of empty child nodes to represent your3681 creature's ears.3683 Ear nodes do not require any metadata.3685 The ear will bind to and follow the closest physical node.3687 *** Touch3689 Touch is handled similarly to mass. To make a particular object3690 touch sensitive, add metadata of the following form under the3691 object's ``touch'' metadata field:3693 #+BEGIN_EXAMPLE3694 <touch-UV-map-file-name>3695 #+END_EXAMPLE3697 You may also include an optional ``scale'' metadata number to3698 specify the length of the touch feelers. The default is $0.1$,3699 and this is generally sufficient.3701 The touch UV should contain white pixels for each touch sensor.3703 Here is an example touch-uv map that approximates a human finger,3704 and its corresponding model.3706 #+caption: This is the tactile-sensor-profile for the upper segment3707 #+caption: of a fingertip. It defines regions of high touch sensitivity3708 #+caption: (where there are many white pixels) and regions of low3709 #+caption: sensitivity (where white pixels are sparse).3710 #+name: guide-fingertip-UV3711 #+ATTR_LaTeX: :width 9cm :placement [H]3712 [[./images/finger-UV.png]]3714 #+caption: The fingertip UV-image form above applied to a simple3715 #+caption: model of a fingertip.3716 #+name: guide-fingertip3717 #+ATTR_LaTeX: :width 9cm :placement [H]3718 [[./images/finger-1.png]]3720 *** Proprioception3722 Proprioception is tied to each joint node -- nothing special must3723 be done in a Blender model to enable proprioception other than3724 creating joint nodes.3726 *** Muscles3728 Muscles are created by creating an empty node named =muscles= and3729 then creating any number of empty child nodes to represent your3730 creature's muscles.3733 Muscle nodes should have the following metadata under the3734 ``muscle'' label:3736 #+BEGIN_EXAMPLE3737 <muscle-profile-file-name>3738 #+END_EXAMPLE3740 Muscles should also have a ``strength'' metadata entry describing3741 the muscle's total strength at full activation.3743 Muscle profiles are simple images that contain the relative amount3744 of muscle power in each simulated alpha motor neuron. The width of3745 the image is the total size of the motor pool, and the redness of3746 each neuron is the relative power of that motor pool.3748 While the profile image can have any dimensions, only the first3749 line of pixels is used to define the muscle. Here is a sample3750 muscle profile image that defines a human-like muscle.3752 #+caption: A muscle profile image that describes the strengths3753 #+caption: of each motor neuron in a muscle. White is weakest3754 #+caption: and dark red is strongest. This particular pattern3755 #+caption: has weaker motor neurons at the beginning, just3756 #+caption: like human muscle.3757 #+name: muscle-recruit3758 #+ATTR_LaTeX: :width 7cm :placement [H]3759 [[./images/basic-muscle.png]]3761 Muscles twist the nearest physical object about the muscle node's3762 Z-axis. I recommend using the ``Single Arrow'' display mode for3763 muscles and using the right hand rule to determine which way the3764 muscle will twist. To make a segment that can twist in multiple3765 directions, create multiple, differently aligned muscles.3767 ** =CORTEX= API3769 These are the some functions exposed by =CORTEX= for creating3770 worlds and simulating creatures. These are in addition to3771 jMonkeyEngine3's extensive library, which is documented elsewhere.3773 *** Simulation3774 - =(world root-node key-map setup-fn update-fn)= :: create3775 a simulation.3776 - /root-node/ :: a =com.jme3.scene.Node= object which3777 contains all of the objects that should be in the3778 simulation.3780 - /key-map/ :: a map from strings describing keys to3781 functions that should be executed whenever that key is3782 pressed. the functions should take a SimpleApplication3783 object and a boolean value. The SimpleApplication is the3784 current simulation that is running, and the boolean is true3785 if the key is being pressed, and false if it is being3786 released. As an example,3787 #+BEGIN_SRC clojure3788 {"key-j" (fn [game value] (if value (println "key j pressed")))}3789 #+END_SRC3790 is a valid key-map which will cause the simulation to print3791 a message whenever the 'j' key on the keyboard is pressed.3793 - /setup-fn/ :: a function that takes a =SimpleApplication=3794 object. It is called once when initializing the simulation.3795 Use it to create things like lights, change the gravity,3796 initialize debug nodes, etc.3798 - /update-fn/ :: this function takes a =SimpleApplication=3799 object and a float and is called every frame of the3800 simulation. The float tells how many seconds is has been3801 since the last frame was rendered, according to whatever3802 clock jme is currently using. The default is to use IsoTimer3803 which will result in this value always being the same.3805 - =(position-camera world position rotation)= :: set the position3806 of the simulation's main camera.3808 - =(enable-debug world)= :: turn on debug wireframes for each3809 simulated object.3811 - =(set-gravity world gravity)= :: set the gravity of a running3812 simulation.3814 - =(box length width height & {options})= :: create a box in the3815 simulation. Options is a hash map specifying texture, mass,3816 etc. Possible options are =:name=, =:color=, =:mass=,3817 =:friction=, =:texture=, =:material=, =:position=,3818 =:rotation=, =:shape=, and =:physical?=.3820 - =(sphere radius & {options})= :: create a sphere in the simulation.3821 Options are the same as in =box=.3823 - =(load-blender-model file-name)= :: create a node structure3824 representing the model described in a Blender file.3826 - =(light-up-everything world)= :: distribute a standard compliment3827 of lights throughout the simulation. Should be adequate for most3828 purposes.3830 - =(node-seq node)= :: return a recursive list of the node's3831 children.3833 - =(nodify name children)= :: construct a node given a node-name and3834 desired children.3836 - =(add-element world element)= :: add an object to a running world3837 simulation.3839 - =(set-accuracy world accuracy)= :: change the accuracy of the3840 world's physics simulator.3842 - =(asset-manager)= :: get an /AssetManager/, a jMonkeyEngine3843 construct that is useful for loading textures and is required3844 for smooth interaction with jMonkeyEngine library functions.3846 - =(load-bullet)= :: unpack native libraries and initialize the3847 bullet physics subsystem. This function is required before3848 other world building functions are called.3850 *** Creature Manipulation / Import3852 - =(body! creature)= :: give the creature a physical body.3854 - =(vision! creature)= :: give the creature a sense of vision.3855 Returns a list of functions which will each, when called3856 during a simulation, return the vision data for the channel of3857 one of the eyes. The functions are ordered depending on the3858 alphabetical order of the names of the eye nodes in the3859 Blender file. The data returned by the functions is a vector3860 containing the eye's /topology/, a vector of coordinates, and3861 the eye's /data/, a vector of RGB values filtered by the eye's3862 sensitivity.3864 - =(hearing! creature)= :: give the creature a sense of hearing.3865 Returns a list of functions, one for each ear, that when3866 called will return a frame's worth of hearing data for that3867 ear. The functions are ordered depending on the alphabetical3868 order of the names of the ear nodes in the Blender file. The3869 data returned by the functions is an array of PCM (pulse code3870 modulated) wav data.3872 - =(touch! creature)= :: give the creature a sense of touch. Returns3873 a single function that must be called with the /root node/ of3874 the world, and which will return a vector of /touch-data/3875 one entry for each touch sensitive component, each entry of3876 which contains a /topology/ that specifies the distribution of3877 touch sensors, and the /data/, which is a vector of3878 =[activation, length]= pairs for each touch hair.3880 - =(proprioception! creature)= :: give the creature the sense of3881 proprioception. Returns a list of functions, one for each3882 joint, that when called during a running simulation will3883 report the =[heading, pitch, roll]= of the joint.3885 - =(movement! creature)= :: give the creature the power of movement.3886 Creates a list of functions, one for each muscle, that when3887 called with an integer, will set the recruitment of that3888 muscle to that integer, and will report the current power3889 being exerted by the muscle. Order of muscles is determined by3890 the alphabetical sort order of the names of the muscle nodes.3892 *** Visualization/Debug3894 - =(view-vision)= :: create a function that when called with a list3895 of visual data returned from the functions made by =vision!=,3896 will display that visual data on the screen.3898 - =(view-hearing)= :: same as =view-vision= but for hearing.3900 - =(view-touch)= :: same as =view-vision= but for touch.3902 - =(view-proprioception)= :: same as =view-vision= but for3903 proprioception.3905 - =(view-movement)= :: same as =view-vision= but for muscles.3907 - =(view anything)= :: =view= is a polymorphic function that allows3908 you to inspect almost anything you could reasonably expect to3909 be able to ``see'' in =CORTEX=.3911 - =(text anything)= :: =text= is a polymorphic function that allows3912 you to convert practically anything into a text string.3914 - =(println-repl anything)= :: print messages to clojure's repl3915 instead of the simulation's terminal window.3917 - =(mega-import-jme3)= :: for experimenting at the REPL. This3918 function will import all jMonkeyEngine3 classes for immediate3919 use.3921 - =(display-dilated-time world timer)= :: Shows the time as it is3922 flowing in the simulation on a HUD display.