Mercurial > cortex
view thesis/cortex.org @ 476:5a15611fbb9f
make latex happy.
author | Robert McIntyre <rlm@mit.edu> |
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date | Fri, 28 Mar 2014 22:09:03 -0400 |
parents | 3ec428e096e5 |
children | ba54df21fc7c |
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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 #+end_listing17 #+caption:18 #+caption:19 #+caption:20 #+name: name21 #+ATTR_LaTeX: :width 10cm22 [[./images/aurellem-gray.png]]24 #+caption:25 #+caption:26 #+caption:27 #+caption:28 #+name: name29 #+begin_listing clojure30 #+BEGIN_SRC clojure31 #+END_SRC32 #+end_listing34 #+caption:35 #+caption:36 #+caption:37 #+name: name38 #+ATTR_LaTeX: :width 10cm39 [[./images/aurellem-gray.png]]42 * COMMENT Empathy and Embodiment as problem solving strategies44 By the end of this thesis, you will have seen a novel approach to45 interpreting video using embodiment and empathy. You will have also46 seen one way to efficiently implement empathy for embodied47 creatures. Finally, you will become familiar with =CORTEX=, a system48 for designing and simulating creatures with rich senses, which you49 may choose to use in your own research.51 This is the core vision of my thesis: That one of the important ways52 in which we understand others is by imagining ourselves in their53 position and emphatically feeling experiences relative to our own54 bodies. By understanding events in terms of our own previous55 corporeal experience, we greatly constrain the possibilities of what56 would otherwise be an unwieldy exponential search. This extra57 constraint can be the difference between easily understanding what58 is happening in a video and being completely lost in a sea of59 incomprehensible color and movement.61 ** Recognizing actions in video is extremely difficult63 Consider for example the problem of determining what is happening64 in a video of which this is one frame:66 #+caption: A cat drinking some water. Identifying this action is67 #+caption: beyond the state of the art for computers.68 #+ATTR_LaTeX: :width 7cm69 [[./images/cat-drinking.jpg]]71 It is currently impossible for any computer program to reliably72 label such a video as ``drinking''. And rightly so -- it is a very73 hard problem! What features can you describe in terms of low level74 functions of pixels that can even begin to describe at a high level75 what is happening here?77 Or suppose that you are building a program that recognizes chairs.78 How could you ``see'' the chair in figure \ref{hidden-chair}?80 #+caption: The chair in this image is quite obvious to humans, but I81 #+caption: doubt that any modern computer vision program can find it.82 #+name: hidden-chair83 #+ATTR_LaTeX: :width 10cm84 [[./images/fat-person-sitting-at-desk.jpg]]86 Finally, how is it that you can easily tell the difference between87 how the girls /muscles/ are working in figure \ref{girl}?89 #+caption: The mysterious ``common sense'' appears here as you are able90 #+caption: to discern the difference in how the girl's arm muscles91 #+caption: are activated between the two images.92 #+name: girl93 #+ATTR_LaTeX: :width 7cm94 [[./images/wall-push.png]]96 Each of these examples tells us something about what might be going97 on in our minds as we easily solve these recognition problems.99 The hidden chairs show us that we are strongly triggered by cues100 relating to the position of human bodies, and that we can determine101 the overall physical configuration of a human body even if much of102 that body is occluded.104 The picture of the girl pushing against the wall tells us that we105 have common sense knowledge about the kinetics of our own bodies.106 We know well how our muscles would have to work to maintain us in107 most positions, and we can easily project this self-knowledge to108 imagined positions triggered by images of the human body.110 ** =EMPATH= neatly solves recognition problems112 I propose a system that can express the types of recognition113 problems above in a form amenable to computation. It is split into114 four parts:116 - Free/Guided Play :: The creature moves around and experiences the117 world through its unique perspective. Many otherwise118 complicated actions are easily described in the language of a119 full suite of body-centered, rich senses. For example,120 drinking is the feeling of water sliding down your throat, and121 cooling your insides. It's often accompanied by bringing your122 hand close to your face, or bringing your face close to water.123 Sitting down is the feeling of bending your knees, activating124 your quadriceps, then feeling a surface with your bottom and125 relaxing your legs. These body-centered action descriptions126 can be either learned or hard coded.127 - Posture Imitation :: When trying to interpret a video or image,128 the creature takes a model of itself and aligns it with129 whatever it sees. This alignment can even cross species, as130 when humans try to align themselves with things like ponies,131 dogs, or other humans with a different body type.132 - Empathy :: The alignment triggers associations with133 sensory data from prior experiences. For example, the134 alignment itself easily maps to proprioceptive data. Any135 sounds or obvious skin contact in the video can to a lesser136 extent trigger previous experience. Segments of previous137 experiences are stitched together to form a coherent and138 complete sensory portrait of the scene.139 - Recognition :: With the scene described in terms of first140 person sensory events, the creature can now run its141 action-identification programs on this synthesized sensory142 data, just as it would if it were actually experiencing the143 scene first-hand. If previous experience has been accurately144 retrieved, and if it is analogous enough to the scene, then145 the creature will correctly identify the action in the scene.147 For example, I think humans are able to label the cat video as148 ``drinking'' because they imagine /themselves/ as the cat, and149 imagine putting their face up against a stream of water and150 sticking out their tongue. In that imagined world, they can feel151 the cool water hitting their tongue, and feel the water entering152 their body, and are able to recognize that /feeling/ as drinking.153 So, the label of the action is not really in the pixels of the154 image, but is found clearly in a simulation inspired by those155 pixels. An imaginative system, having been trained on drinking and156 non-drinking examples and learning that the most important157 component of drinking is the feeling of water sliding down one's158 throat, would analyze a video of a cat drinking in the following159 manner:161 1. Create a physical model of the video by putting a ``fuzzy''162 model of its own body in place of the cat. Possibly also create163 a simulation of the stream of water.165 2. Play out this simulated scene and generate imagined sensory166 experience. This will include relevant muscle contractions, a167 close up view of the stream from the cat's perspective, and most168 importantly, the imagined feeling of water entering the169 mouth. The imagined sensory experience can come from a170 simulation of the event, but can also be pattern-matched from171 previous, similar embodied experience.173 3. The action is now easily identified as drinking by the sense of174 taste alone. The other senses (such as the tongue moving in and175 out) help to give plausibility to the simulated action. Note that176 the sense of vision, while critical in creating the simulation,177 is not critical for identifying the action from the simulation.179 For the chair examples, the process is even easier:181 1. Align a model of your body to the person in the image.183 2. Generate proprioceptive sensory data from this alignment.185 3. Use the imagined proprioceptive data as a key to lookup related186 sensory experience associated with that particular proproceptive187 feeling.189 4. Retrieve the feeling of your bottom resting on a surface, your190 knees bent, and your leg muscles relaxed.192 5. This sensory information is consistent with the =sitting?=193 sensory predicate, so you (and the entity in the image) must be194 sitting.196 6. There must be a chair-like object since you are sitting.198 Empathy offers yet another alternative to the age-old AI199 representation question: ``What is a chair?'' --- A chair is the200 feeling of sitting.202 My program, =EMPATH= uses this empathic problem solving technique203 to interpret the actions of a simple, worm-like creature.205 #+caption: The worm performs many actions during free play such as206 #+caption: curling, wiggling, and resting.207 #+name: worm-intro208 #+ATTR_LaTeX: :width 15cm209 [[./images/worm-intro-white.png]]211 #+caption: =EMPATH= recognized and classified each of these212 #+caption: poses by inferring the complete sensory experience213 #+caption: from proprioceptive data.214 #+name: worm-recognition-intro215 #+ATTR_LaTeX: :width 15cm216 [[./images/worm-poses.png]]218 One powerful advantage of empathic problem solving is that it219 factors the action recognition problem into two easier problems. To220 use empathy, you need an /aligner/, which takes the video and a221 model of your body, and aligns the model with the video. Then, you222 need a /recognizer/, which uses the aligned model to interpret the223 action. The power in this method lies in the fact that you describe224 all actions form a body-centered viewpoint. You are less tied to225 the particulars of any visual representation of the actions. If you226 teach the system what ``running'' is, and you have a good enough227 aligner, the system will from then on be able to recognize running228 from any point of view, even strange points of view like above or229 underneath the runner. This is in contrast to action recognition230 schemes that try to identify actions using a non-embodied approach.231 If these systems learn about running as viewed from the side, they232 will not automatically be able to recognize running from any other233 viewpoint.235 Another powerful advantage is that using the language of multiple236 body-centered rich senses to describe body-centerd actions offers a237 massive boost in descriptive capability. Consider how difficult it238 would be to compose a set of HOG filters to describe the action of239 a simple worm-creature ``curling'' so that its head touches its240 tail, and then behold the simplicity of describing thus action in a241 language designed for the task (listing \ref{grand-circle-intro}):243 #+caption: Body-centerd actions are best expressed in a body-centered244 #+caption: language. This code detects when the worm has curled into a245 #+caption: full circle. Imagine how you would replicate this functionality246 #+caption: using low-level pixel features such as HOG filters!247 #+name: grand-circle-intro248 #+attr_latex: [htpb]249 #+begin_listing clojure250 #+begin_src clojure251 (defn grand-circle?252 "Does the worm form a majestic circle (one end touching the other)?"253 [experiences]254 (and (curled? experiences)255 (let [worm-touch (:touch (peek experiences))256 tail-touch (worm-touch 0)257 head-touch (worm-touch 4)]258 (and (< 0.2 (contact worm-segment-bottom-tip tail-touch))259 (< 0.2 (contact worm-segment-top-tip head-touch))))))260 #+end_src261 #+end_listing264 ** =CORTEX= is a toolkit for building sensate creatures266 I built =CORTEX= to be a general AI research platform for doing267 experiments involving multiple rich senses and a wide variety and268 number of creatures. I intend it to be useful as a library for many269 more projects than just this thesis. =CORTEX= was necessary to meet270 a need among AI researchers at CSAIL and beyond, which is that271 people often will invent neat ideas that are best expressed in the272 language of creatures and senses, but in order to explore those273 ideas they must first build a platform in which they can create274 simulated creatures with rich senses! There are many ideas that275 would be simple to execute (such as =EMPATH=), but attached to them276 is the multi-month effort to make a good creature simulator. Often,277 that initial investment of time proves to be too much, and the278 project must make do with a lesser environment.280 =CORTEX= is well suited as an environment for embodied AI research281 for three reasons:283 - You can create new creatures using Blender, a popular 3D modeling284 program. Each sense can be specified using special blender nodes285 with biologically inspired paramaters. You need not write any286 code to create a creature, and can use a wide library of287 pre-existing blender models as a base for your own creatures.289 - =CORTEX= implements a wide variety of senses, including touch,290 proprioception, vision, hearing, and muscle tension. Complicated291 senses like touch, and vision involve multiple sensory elements292 embedded in a 2D surface. You have complete control over the293 distribution of these sensor elements through the use of simple294 png image files. In particular, =CORTEX= implements more295 comprehensive hearing than any other creature simulation system296 available.298 - =CORTEX= supports any number of creatures and any number of299 senses. Time in =CORTEX= dialates so that the simulated creatures300 always precieve a perfectly smooth flow of time, regardless of301 the actual computational load.303 =CORTEX= is built on top of =jMonkeyEngine3=, which is a video game304 engine designed to create cross-platform 3D desktop games. =CORTEX=305 is mainly written in clojure, a dialect of =LISP= that runs on the306 java virtual machine (JVM). The API for creating and simulating307 creatures and senses is entirely expressed in clojure, though many308 senses are implemented at the layer of jMonkeyEngine or below. For309 example, for the sense of hearing I use a layer of clojure code on310 top of a layer of java JNI bindings that drive a layer of =C++=311 code which implements a modified version of =OpenAL= to support312 multiple listeners. =CORTEX= is the only simulation environment313 that I know of that can support multiple entities that can each314 hear the world from their own perspective. Other senses also315 require a small layer of Java code. =CORTEX= also uses =bullet=, a316 physics simulator written in =C=.318 #+caption: Here is the worm from above modeled in Blender, a free319 #+caption: 3D-modeling program. Senses and joints are described320 #+caption: using special nodes in Blender.321 #+name: worm-recognition-intro322 #+ATTR_LaTeX: :width 12cm323 [[./images/blender-worm.png]]325 Here are some thing I anticipate that =CORTEX= might be used for:327 - exploring new ideas about sensory integration328 - distributed communication among swarm creatures329 - self-learning using free exploration,330 - evolutionary algorithms involving creature construction331 - exploration of exoitic senses and effectors that are not possible332 in the real world (such as telekenisis or a semantic sense)333 - imagination using subworlds335 During one test with =CORTEX=, I created 3,000 creatures each with336 their own independent senses and ran them all at only 1/80 real337 time. In another test, I created a detailed model of my own hand,338 equipped with a realistic distribution of touch (more sensitive at339 the fingertips), as well as eyes and ears, and it ran at around 1/4340 real time.342 #+BEGIN_LaTeX343 \begin{sidewaysfigure}344 \includegraphics[width=9.5in]{images/full-hand.png}345 \caption{346 I modeled my own right hand in Blender and rigged it with all the347 senses that {\tt CORTEX} supports. My simulated hand has a348 biologically inspired distribution of touch sensors. The senses are349 displayed on the right, and the simulation is displayed on the350 left. Notice that my hand is curling its fingers, that it can see351 its own finger from the eye in its palm, and that it can feel its352 own thumb touching its palm.}353 \end{sidewaysfigure}354 #+END_LaTeX356 ** Contributions358 - I built =CORTEX=, a comprehensive platform for embodied AI359 experiments. =CORTEX= supports many features lacking in other360 systems, such proper simulation of hearing. It is easy to create361 new =CORTEX= creatures using Blender, a free 3D modeling program.363 - I built =EMPATH=, which uses =CORTEX= to identify the actions of364 a worm-like creature using a computational model of empathy.366 * Building =CORTEX=368 I intend for =CORTEX= to be used as a general purpose library for369 building creatures and outfitting them with senses, so that it will370 be useful for other researchers who want to test out ideas of their371 own. To this end, wherver I have had to make archetictural choices372 about =CORTEX=, I have chosen to give as much freedom to the user as373 possible, so that =CORTEX= may be used for things I have not374 forseen.376 ** COMMENT Simulation or Reality?378 The most important archetictural decision of all is the choice to379 use a computer-simulated environemnt in the first place! The world380 is a vast and rich place, and for now simulations are a very poor381 reflection of its complexity. It may be that there is a significant382 qualatative difference between dealing with senses in the real383 world and dealing with pale facilimilies of them in a simulation.384 What are the advantages and disadvantages of a simulation vs.385 reality?387 *** Simulation389 The advantages of virtual reality are that when everything is a390 simulation, experiments in that simulation are absolutely391 reproducible. It's also easier to change the character and world392 to explore new situations and different sensory combinations.394 If the world is to be simulated on a computer, then not only do395 you have to worry about whether the character's senses are rich396 enough to learn from the world, but whether the world itself is397 rendered with enough detail and realism to give enough working398 material to the character's senses. To name just a few399 difficulties facing modern physics simulators: destructibility of400 the environment, simulation of water/other fluids, large areas,401 nonrigid bodies, lots of objects, smoke. I don't know of any402 computer simulation that would allow a character to take a rock403 and grind it into fine dust, then use that dust to make a clay404 sculpture, at least not without spending years calculating the405 interactions of every single small grain of dust. Maybe a406 simulated world with today's limitations doesn't provide enough407 richness for real intelligence to evolve.409 *** Reality411 The other approach for playing with senses is to hook your412 software up to real cameras, microphones, robots, etc., and let it413 loose in the real world. This has the advantage of eliminating414 concerns about simulating the world at the expense of increasing415 the complexity of implementing the senses. Instead of just416 grabbing the current rendered frame for processing, you have to417 use an actual camera with real lenses and interact with photons to418 get an image. It is much harder to change the character, which is419 now partly a physical robot of some sort, since doing so involves420 changing things around in the real world instead of modifying421 lines of code. While the real world is very rich and definitely422 provides enough stimulation for intelligence to develop as423 evidenced by our own existence, it is also uncontrollable in the424 sense that a particular situation cannot be recreated perfectly or425 saved for later use. It is harder to conduct science because it is426 harder to repeat an experiment. The worst thing about using the427 real world instead of a simulation is the matter of time. Instead428 of simulated time you get the constant and unstoppable flow of429 real time. This severely limits the sorts of software you can use430 to program the AI because all sense inputs must be handled in real431 time. Complicated ideas may have to be implemented in hardware or432 may simply be impossible given the current speed of our433 processors. Contrast this with a simulation, in which the flow of434 time in the simulated world can be slowed down to accommodate the435 limitations of the character's programming. In terms of cost,436 doing everything in software is far cheaper than building custom437 real-time hardware. All you need is a laptop and some patience.439 ** COMMENT Because of Time, simulation is perferable to reality441 I envision =CORTEX= being used to support rapid prototyping and442 iteration of ideas. Even if I could put together a well constructed443 kit for creating robots, it would still not be enough because of444 the scourge of real-time processing. Anyone who wants to test their445 ideas in the real world must always worry about getting their446 algorithms to run fast enough to process information in real time.447 The need for real time processing only increases if multiple senses448 are involved. In the extreme case, even simple algorithms will have449 to be accelerated by ASIC chips or FPGAs, turning what would450 otherwise be a few lines of code and a 10x speed penality into a451 multi-month ordeal. For this reason, =CORTEX= supports452 /time-dialiation/, which scales back the framerate of the453 simulation in proportion to the amount of processing each frame.454 From the perspective of the creatures inside the simulation, time455 always appears to flow at a constant rate, regardless of how456 complicated the envorimnent becomes or how many creatures are in457 the simulation. The cost is that =CORTEX= can sometimes run slower458 than real time. This can also be an advantage, however ---459 simulations of very simple creatures in =CORTEX= generally run at460 40x on my machine!462 ** COMMENT What is a sense?464 If =CORTEX= is to support a wide variety of senses, it would help465 to have a better understanding of what a ``sense'' actually is!466 While vision, touch, and hearing all seem like they are quite467 different things, I was supprised to learn during the course of468 this thesis that they (and all physical senses) can be expressed as469 exactly the same mathematical object due to a dimensional argument!471 Human beings are three-dimensional objects, and the nerves that472 transmit data from our various sense organs to our brain are473 essentially one-dimensional. This leaves up to two dimensions in474 which our sensory information may flow. For example, imagine your475 skin: it is a two-dimensional surface around a three-dimensional476 object (your body). It has discrete touch sensors embedded at477 various points, and the density of these sensors corresponds to the478 sensitivity of that region of skin. Each touch sensor connects to a479 nerve, all of which eventually are bundled together as they travel480 up the spinal cord to the brain. Intersect the spinal nerves with a481 guillotining plane and you will see all of the sensory data of the482 skin revealed in a roughly circular two-dimensional image which is483 the cross section of the spinal cord. Points on this image that are484 close together in this circle represent touch sensors that are485 /probably/ close together on the skin, although there is of course486 some cutting and rearrangement that has to be done to transfer the487 complicated surface of the skin onto a two dimensional image.489 Most human senses consist of many discrete sensors of various490 properties distributed along a surface at various densities. For491 skin, it is Pacinian corpuscles, Meissner's corpuscles, Merkel's492 disks, and Ruffini's endings, which detect pressure and vibration493 of various intensities. For ears, it is the stereocilia distributed494 along the basilar membrane inside the cochlea; each one is495 sensitive to a slightly different frequency of sound. For eyes, it496 is rods and cones distributed along the surface of the retina. In497 each case, we can describe the sense with a surface and a498 distribution of sensors along that surface.500 The neat idea is that every human sense can be effectively501 described in terms of a surface containing embedded sensors. If the502 sense had any more dimensions, then there wouldn't be enough room503 in the spinal chord to transmit the information!505 Therefore, =CORTEX= must support the ability to create objects and506 then be able to ``paint'' points along their surfaces to describe507 each sense.509 Fortunately this idea is already a well known computer graphics510 technique called called /UV-mapping/. The three-dimensional surface511 of a model is cut and smooshed until it fits on a two-dimensional512 image. You paint whatever you want on that image, and when the513 three-dimensional shape is rendered in a game the smooshing and514 cutting is reversed and the image appears on the three-dimensional515 object.517 To make a sense, interpret the UV-image as describing the518 distribution of that senses sensors. To get different types of519 sensors, you can either use a different color for each type of520 sensor, or use multiple UV-maps, each labeled with that sensor521 type. I generally use a white pixel to mean the presence of a522 sensor and a black pixel to mean the absence of a sensor, and use523 one UV-map for each sensor-type within a given sense.525 #+CAPTION: The UV-map for an elongated icososphere. The white526 #+caption: dots each represent a touch sensor. They are dense527 #+caption: in the regions that describe the tip of the finger,528 #+caption: and less dense along the dorsal side of the finger529 #+caption: opposite the tip.530 #+name: finger-UV531 #+ATTR_latex: :width 10cm532 [[./images/finger-UV.png]]534 #+caption: Ventral side of the UV-mapped finger. Notice the535 #+caption: density of touch sensors at the tip.536 #+name: finger-side-view537 #+ATTR_LaTeX: :width 10cm538 [[./images/finger-1.png]]540 ** COMMENT Video game engines are a great starting point542 I did not need to write my own physics simulation code or shader to543 build =CORTEX=. Doing so would lead to a system that is impossible544 for anyone but myself to use anyway. Instead, I use a video game545 engine as a base and modify it to accomodate the additional needs546 of =CORTEX=. Video game engines are an ideal starting point to547 build =CORTEX=, because they are not far from being creature548 building systems themselves.550 First off, general purpose video game engines come with a physics551 engine and lighting / sound system. The physics system provides552 tools that can be co-opted to serve as touch, proprioception, and553 muscles. Since some games support split screen views, a good video554 game engine will allow you to efficiently create multiple cameras555 in the simulated world that can be used as eyes. Video game systems556 offer integrated asset management for things like textures and557 creatures models, providing an avenue for defining creatures. They558 also understand UV-mapping, since this technique is used to apply a559 texture to a model. Finally, because video game engines support a560 large number of users, as long as =CORTEX= doesn't stray too far561 from the base system, other researchers can turn to this community562 for help when doing their research.564 ** COMMENT =CORTEX= is based on jMonkeyEngine3566 While preparing to build =CORTEX= I studied several video game567 engines to see which would best serve as a base. The top contenders568 were:570 - [[http://www.idsoftware.com][Quake II]]/[[http://www.bytonic.de/html/jake2.html][Jake2]] :: The Quake II engine was designed by ID571 software in 1997. All the source code was released by ID572 software into the Public Domain several years ago, and as a573 result it has been ported to many different languages. This574 engine was famous for its advanced use of realistic shading575 and had decent and fast physics simulation. The main advantage576 of the Quake II engine is its simplicity, but I ultimately577 rejected it because the engine is too tied to the concept of a578 first-person shooter game. One of the problems I had was that579 there does not seem to be any easy way to attach multiple580 cameras to a single character. There are also several physics581 clipping issues that are corrected in a way that only applies582 to the main character and do not apply to arbitrary objects.584 - [[http://source.valvesoftware.com/][Source Engine]] :: The Source Engine evolved from the Quake II585 and Quake I engines and is used by Valve in the Half-Life586 series of games. The physics simulation in the Source Engine587 is quite accurate and probably the best out of all the engines588 I investigated. There is also an extensive community actively589 working with the engine. However, applications that use the590 Source Engine must be written in C++, the code is not open, it591 only runs on Windows, and the tools that come with the SDK to592 handle models and textures are complicated and awkward to use.594 - [[http://jmonkeyengine.com/][jMonkeyEngine3]] :: jMonkeyEngine3 is a new library for creating595 games in Java. It uses OpenGL to render to the screen and uses596 screengraphs to avoid drawing things that do not appear on the597 screen. It has an active community and several games in the598 pipeline. The engine was not built to serve any particular599 game but is instead meant to be used for any 3D game.601 I chose jMonkeyEngine3 because it because it had the most features602 out of all the free projects I looked at, and because I could then603 write my code in clojure, an implementation of =LISP= that runs on604 the JVM.606 ** COMMENT =CORTEX= uses Blender to create creature models608 For the simple worm-like creatures I will use later on in this609 thesis, I could define a simple API in =CORTEX= that would allow610 one to create boxes, spheres, etc., and leave that API as the sole611 way to create creatures. However, for =CORTEX= to truly be useful612 for other projects, it needs a way to construct complicated613 creatures. If possible, it would be nice to leverage work that has614 already been done by the community of 3D modelers, or at least615 enable people who are talented at moedling but not programming to616 design =CORTEX= creatures.618 Therefore, I use Blender, a free 3D modeling program, as the main619 way to create creatures in =CORTEX=. However, the creatures modeled620 in Blender must also be simple to simulate in jMonkeyEngine3's game621 engine, and must also be easy to rig with =CORTEX='s senses. I622 accomplish this with extensive use of Blender's ``empty nodes.''624 Empty nodes have no mass, physical presence, or appearance, but625 they can hold metadata and have names. I use a tree structure of626 empty nodes to specify senses in the following manner:628 - Create a single top-level empty node whose name is the name of629 the sense.630 - Add empty nodes which each contain meta-data relevant to the631 sense, including a UV-map describing the number/distribution of632 sensors if applicable.633 - Make each empty-node the child of the top-level node.635 #+caption: An example of annoting a creature model with empty636 #+caption: nodes to describe the layout of senses. There are637 #+caption: multiple empty nodes which each describe the position638 #+caption: of muscles, ears, eyes, or joints.639 #+name: sense-nodes640 #+ATTR_LaTeX: :width 10cm641 [[./images/empty-sense-nodes.png]]643 ** COMMENT Bodies are composed of segments connected by joints645 Blender is a general purpose animation tool, which has been used in646 the past to create high quality movies such as Sintel647 \cite{sintel}. Though Blender can model and render even complicated648 things like water, it is crucual to keep models that are meant to649 be simulated as creatures simple. =Bullet=, which =CORTEX= uses650 though jMonkeyEngine3, is a rigid-body physics system. This offers651 a compromise between the expressiveness of a game level and the652 speed at which it can be simulated, and it means that creatures653 should be naturally expressed as rigid components held together by654 joint constraints.656 But humans are more like a squishy bag with wrapped around some657 hard bones which define the overall shape. When we move, our skin658 bends and stretches to accomodate the new positions of our bones.660 One way to make bodies composed of rigid pieces connected by joints661 /seem/ more human-like is to use an /armature/, (or /rigging/)662 system, which defines a overall ``body mesh'' and defines how the663 mesh deforms as a function of the position of each ``bone'' which664 is a standard rigid body. This technique is used extensively to665 model humans and create realistic animations. It is not a good666 technique for physical simulation, however because it creates a lie667 -- the skin is not a physical part of the simulation and does not668 interact with any objects in the world or itself. Objects will pass669 right though the skin until they come in contact with the670 underlying bone, which is a physical object. Whithout simulating671 the skin, the sense of touch has little meaning, and the creature's672 own vision will lie to it about the true extent of its body.673 Simulating the skin as a physical object requires some way to674 continuously update the physical model of the skin along with the675 movement of the bones, which is unacceptably slow compared to rigid676 body simulation.678 Therefore, instead of using the human-like ``deformable bag of679 bones'' approach, I decided to base my body plans on multiple solid680 objects that are connected by joints, inspired by the robot =EVE=681 from the movie WALL-E.683 #+caption: =EVE= from the movie WALL-E. This body plan turns684 #+caption: out to be much better suited to my purposes than a more685 #+caption: human-like one.686 #+ATTR_LaTeX: :width 10cm687 [[./images/Eve.jpg]]689 =EVE='s body is composed of several rigid components that are held690 together by invisible joint constraints. This is what I mean by691 ``eve-like''. The main reason that I use eve-style bodies is for692 efficiency, and so that there will be correspondence between the693 AI's semses and the physical presence of its body. Each individual694 section is simulated by a separate rigid body that corresponds695 exactly with its visual representation and does not change.696 Sections are connected by invisible joints that are well supported697 in jMonkeyEngine3. Bullet, the physics backend for jMonkeyEngine3,698 can efficiently simulate hundreds of rigid bodies connected by699 joints. Just because sections are rigid does not mean they have to700 stay as one piece forever; they can be dynamically replaced with701 multiple sections to simulate splitting in two. This could be used702 to simulate retractable claws or =EVE='s hands, which are able to703 coalesce into one object in the movie.705 *** Solidifying/Connecting a body707 =CORTEX= creates a creature in two steps: first, it traverses the708 nodes in the blender file and creates physical representations for709 any of them that have mass defined in their blender meta-data.711 #+caption: Program for iterating through the nodes in a blender file712 #+caption: and generating physical jMonkeyEngine3 objects with mass713 #+caption: and a matching physics shape.714 #+name: name715 #+begin_listing clojure716 #+begin_src clojure717 (defn physical!718 "Iterate through the nodes in creature and make them real physical719 objects in the simulation."720 [#^Node creature]721 (dorun722 (map723 (fn [geom]724 (let [physics-control725 (RigidBodyControl.726 (HullCollisionShape.727 (.getMesh geom))728 (if-let [mass (meta-data geom "mass")]729 (float mass) (float 1)))]730 (.addControl geom physics-control)))731 (filter #(isa? (class %) Geometry )732 (node-seq creature)))))733 #+end_src734 #+end_listing736 The next step to making a proper body is to connect those pieces737 together with joints. jMonkeyEngine has a large array of joints738 available via =bullet=, such as Point2Point, Cone, Hinge, and a739 generic Six Degree of Freedom joint, with or without spring740 restitution.742 Joints are treated a lot like proper senses, in that there is a743 top-level empty node named ``joints'' whose children each744 represent a joint.746 #+caption: View of the hand model in Blender showing the main ``joints''747 #+caption: node (highlighted in yellow) and its children which each748 #+caption: represent a joint in the hand. Each joint node has metadata749 #+caption: specifying what sort of joint it is.750 #+name: blender-hand751 #+ATTR_LaTeX: :width 10cm752 [[./images/hand-screenshot1.png]]755 =CORTEX='s procedure for binding the creature together with joints756 is as follows:758 - Find the children of the ``joints'' node.759 - Determine the two spatials the joint is meant to connect.760 - Create the joint based on the meta-data of the empty node.762 The higher order function =sense-nodes= from =cortex.sense=763 simplifies finding the joints based on their parent ``joints''764 node.766 #+caption: Retrieving the children empty nodes from a single767 #+caption: named empty node is a common pattern in =CORTEX=768 #+caption: further instances of this technique for the senses769 #+caption: will be omitted770 #+name: get-empty-nodes771 #+begin_listing clojure772 #+begin_src clojure773 (defn sense-nodes774 "For some senses there is a special empty blender node whose775 children are considered markers for an instance of that sense. This776 function generates functions to find those children, given the name777 of the special parent node."778 [parent-name]779 (fn [#^Node creature]780 (if-let [sense-node (.getChild creature parent-name)]781 (seq (.getChildren sense-node)) [])))783 (def784 ^{:doc "Return the children of the creature's \"joints\" node."785 :arglists '([creature])}786 joints787 (sense-nodes "joints"))788 #+end_src789 #+end_listing791 To find a joint's targets, =CORTEX= creates a small cube, centered792 around the empty-node, and grows the cube exponentially until it793 intersects two physical objects. The objects are ordered according794 to the joint's rotation, with the first one being the object that795 has more negative coordinates in the joint's reference frame.796 Since the objects must be physical, the empty-node itself escapes797 detection. Because the objects must be physical, =joint-targets=798 must be called /after/ =physical!= is called.800 #+caption: Program to find the targets of a joint node by801 #+caption: exponentiallly growth of a search cube.802 #+name: joint-targets803 #+begin_listing clojure804 #+begin_src clojure805 (defn joint-targets806 "Return the two closest two objects to the joint object, ordered807 from bottom to top according to the joint's rotation."808 [#^Node parts #^Node joint]809 (loop [radius (float 0.01)]810 (let [results (CollisionResults.)]811 (.collideWith812 parts813 (BoundingBox. (.getWorldTranslation joint)814 radius radius radius) results)815 (let [targets816 (distinct817 (map #(.getGeometry %) results))]818 (if (>= (count targets) 2)819 (sort-by820 #(let [joint-ref-frame-position821 (jme-to-blender822 (.mult823 (.inverse (.getWorldRotation joint))824 (.subtract (.getWorldTranslation %)825 (.getWorldTranslation joint))))]826 (.dot (Vector3f. 1 1 1) joint-ref-frame-position))827 (take 2 targets))828 (recur (float (* radius 2))))))))829 #+end_src830 #+end_listing832 Once =CORTEX= finds all joints and targets, it creates them using833 a dispatch on the metadata of each joint node.835 #+caption: Program to dispatch on blender metadata and create joints836 #+caption: sutiable for physical simulation.837 #+name: joint-dispatch838 #+begin_listing clojure839 #+begin_src clojure840 (defmulti joint-dispatch841 "Translate blender pseudo-joints into real JME joints."842 (fn [constraints & _]843 (:type constraints)))845 (defmethod joint-dispatch :point846 [constraints control-a control-b pivot-a pivot-b rotation]847 (doto (SixDofJoint. control-a control-b pivot-a pivot-b false)848 (.setLinearLowerLimit Vector3f/ZERO)849 (.setLinearUpperLimit Vector3f/ZERO)))851 (defmethod joint-dispatch :hinge852 [constraints control-a control-b pivot-a pivot-b rotation]853 (let [axis (if-let [axis (:axis constraints)] axis Vector3f/UNIT_X)854 [limit-1 limit-2] (:limit constraints)855 hinge-axis (.mult rotation (blender-to-jme axis))]856 (doto (HingeJoint. control-a control-b pivot-a pivot-b857 hinge-axis hinge-axis)858 (.setLimit limit-1 limit-2))))860 (defmethod joint-dispatch :cone861 [constraints control-a control-b pivot-a pivot-b rotation]862 (let [limit-xz (:limit-xz constraints)863 limit-xy (:limit-xy constraints)864 twist (:twist constraints)]865 (doto (ConeJoint. control-a control-b pivot-a pivot-b866 rotation rotation)867 (.setLimit (float limit-xz) (float limit-xy)868 (float twist)))))869 #+end_src870 #+end_listing872 All that is left for joints it to combine the above pieces into a873 something that can operate on the collection of nodes that a874 blender file represents.876 #+caption: Program to completely create a joint given information877 #+caption: from a blender file.878 #+name: connect879 #+begin_listing clojure880 #+begin_src clojure881 (defn connect882 "Create a joint between 'obj-a and 'obj-b at the location of883 'joint. The type of joint is determined by the metadata on 'joint.885 Here are some examples:886 {:type :point}887 {:type :hinge :limit [0 (/ Math/PI 2)] :axis (Vector3f. 0 1 0)}888 (:axis defaults to (Vector3f. 1 0 0) if not provided for hinge joints)890 {:type :cone :limit-xz 0]891 :limit-xy 0]892 :twist 0]} (use XZY rotation mode in blender!)"893 [#^Node obj-a #^Node obj-b #^Node joint]894 (let [control-a (.getControl obj-a RigidBodyControl)895 control-b (.getControl obj-b RigidBodyControl)896 joint-center (.getWorldTranslation joint)897 joint-rotation (.toRotationMatrix (.getWorldRotation joint))898 pivot-a (world-to-local obj-a joint-center)899 pivot-b (world-to-local obj-b joint-center)]900 (if-let901 [constraints (map-vals eval (read-string (meta-data joint "joint")))]902 ;; A side-effect of creating a joint registers903 ;; it with both physics objects which in turn904 ;; will register the joint with the physics system905 ;; when the simulation is started.906 (joint-dispatch constraints907 control-a control-b908 pivot-a pivot-b909 joint-rotation))))910 #+end_src911 #+end_listing913 In general, whenever =CORTEX= exposes a sense (or in this case914 physicality), it provides a function of the type =sense!=, which915 takes in a collection of nodes and augments it to support that916 sense. The function returns any controlls necessary to use that917 sense. In this case =body!= cerates a physical body and returns no918 control functions.920 #+caption: Program to give joints to a creature.921 #+name: name922 #+begin_listing clojure923 #+begin_src clojure924 (defn joints!925 "Connect the solid parts of the creature with physical joints. The926 joints are taken from the \"joints\" node in the creature."927 [#^Node creature]928 (dorun929 (map930 (fn [joint]931 (let [[obj-a obj-b] (joint-targets creature joint)]932 (connect obj-a obj-b joint)))933 (joints creature))))934 (defn body!935 "Endow the creature with a physical body connected with joints. The936 particulars of the joints and the masses of each body part are937 determined in blender."938 [#^Node creature]939 (physical! creature)940 (joints! creature))941 #+end_src942 #+end_listing944 All of the code you have just seen amounts to only 130 lines, yet945 because it builds on top of Blender and jMonkeyEngine3, those few946 lines pack quite a punch!948 The hand from figure \ref{blender-hand}, which was modeled after949 my own right hand, can now be given joints and simulated as a950 creature.952 #+caption: With the ability to create physical creatures from blender,953 #+caption: =CORTEX= gets one step closer to becomming a full creature954 #+caption: simulation environment.955 #+name: name956 #+ATTR_LaTeX: :width 15cm957 [[./images/physical-hand.png]]959 ** COMMENT Eyes reuse standard video game components961 Vision is one of the most important senses for humans, so I need to962 build a simulated sense of vision for my AI. I will do this with963 simulated eyes. Each eye can be independently moved and should see964 its own version of the world depending on where it is.966 Making these simulated eyes a reality is simple because967 jMonkeyEngine already contains extensive support for multiple views968 of the same 3D simulated world. The reason jMonkeyEngine has this969 support is because the support is necessary to create games with970 split-screen views. Multiple views are also used to create971 efficient pseudo-reflections by rendering the scene from a certain972 perspective and then projecting it back onto a surface in the 3D973 world.975 #+caption: jMonkeyEngine supports multiple views to enable976 #+caption: split-screen games, like GoldenEye, which was one of977 #+caption: the first games to use split-screen views.978 #+name: name979 #+ATTR_LaTeX: :width 10cm980 [[./images/goldeneye-4-player.png]]982 *** A Brief Description of jMonkeyEngine's Rendering Pipeline984 jMonkeyEngine allows you to create a =ViewPort=, which represents a985 view of the simulated world. You can create as many of these as you986 want. Every frame, the =RenderManager= iterates through each987 =ViewPort=, rendering the scene in the GPU. For each =ViewPort= there988 is a =FrameBuffer= which represents the rendered image in the GPU.990 #+caption: =ViewPorts= are cameras in the world. During each frame,991 #+caption: the =RenderManager= records a snapshot of what each view992 #+caption: is currently seeing; these snapshots are =FrameBuffer= objects.993 #+name: name994 #+ATTR_LaTeX: :width 10cm995 [[../images/diagram_rendermanager2.png]]997 Each =ViewPort= can have any number of attached =SceneProcessor=998 objects, which are called every time a new frame is rendered. A999 =SceneProcessor= receives its =ViewPort's= =FrameBuffer= and can do1000 whatever it wants to the data. Often this consists of invoking GPU1001 specific operations on the rendered image. The =SceneProcessor= can1002 also copy the GPU image data to RAM and process it with the CPU.1004 *** Appropriating Views for Vision1006 Each eye in the simulated creature needs its own =ViewPort= so1007 that it can see the world from its own perspective. To this1008 =ViewPort=, I add a =SceneProcessor= that feeds the visual data to1009 any arbitrary continuation function for further processing. That1010 continuation function may perform both CPU and GPU operations on1011 the data. To make this easy for the continuation function, the1012 =SceneProcessor= maintains appropriately sized buffers in RAM to1013 hold the data. It does not do any copying from the GPU to the CPU1014 itself because it is a slow operation.1016 #+caption: Function to make the rendered secne in jMonkeyEngine1017 #+caption: available for further processing.1018 #+name: pipeline-11019 #+begin_listing clojure1020 #+begin_src clojure1021 (defn vision-pipeline1022 "Create a SceneProcessor object which wraps a vision processing1023 continuation function. The continuation is a function that takes1024 [#^Renderer r #^FrameBuffer fb #^ByteBuffer b #^BufferedImage bi],1025 each of which has already been appropriately sized."1026 [continuation]1027 (let [byte-buffer (atom nil)1028 renderer (atom nil)1029 image (atom nil)]1030 (proxy [SceneProcessor] []1031 (initialize1032 [renderManager viewPort]1033 (let [cam (.getCamera viewPort)1034 width (.getWidth cam)1035 height (.getHeight cam)]1036 (reset! renderer (.getRenderer renderManager))1037 (reset! byte-buffer1038 (BufferUtils/createByteBuffer1039 (* width height 4)))1040 (reset! image (BufferedImage.1041 width height1042 BufferedImage/TYPE_4BYTE_ABGR))))1043 (isInitialized [] (not (nil? @byte-buffer)))1044 (reshape [_ _ _])1045 (preFrame [_])1046 (postQueue [_])1047 (postFrame1048 [#^FrameBuffer fb]1049 (.clear @byte-buffer)1050 (continuation @renderer fb @byte-buffer @image))1051 (cleanup []))))1052 #+end_src1053 #+end_listing1055 The continuation function given to =vision-pipeline= above will be1056 given a =Renderer= and three containers for image data. The1057 =FrameBuffer= references the GPU image data, but the pixel data1058 can not be used directly on the CPU. The =ByteBuffer= and1059 =BufferedImage= are initially "empty" but are sized to hold the1060 data in the =FrameBuffer=. I call transferring the GPU image data1061 to the CPU structures "mixing" the image data.1063 *** Optical sensor arrays are described with images and referenced with metadata1065 The vision pipeline described above handles the flow of rendered1066 images. Now, =CORTEX= needs simulated eyes to serve as the source1067 of these images.1069 An eye is described in blender in the same way as a joint. They1070 are zero dimensional empty objects with no geometry whose local1071 coordinate system determines the orientation of the resulting eye.1072 All eyes are children of a parent node named "eyes" just as all1073 joints have a parent named "joints". An eye binds to the nearest1074 physical object with =bind-sense=.1076 #+caption: Here, the camera is created based on metadata on the1077 #+caption: eye-node and attached to the nearest physical object1078 #+caption: with =bind-sense=1079 #+name: add-eye1080 #+begin_listing clojure1081 (defn add-eye!1082 "Create a Camera centered on the current position of 'eye which1083 follows the closest physical node in 'creature. The camera will1084 point in the X direction and use the Z vector as up as determined1085 by the rotation of these vectors in blender coordinate space. Use1086 XZY rotation for the node in blender."1087 [#^Node creature #^Spatial eye]1088 (let [target (closest-node creature eye)1089 [cam-width cam-height]1090 ;;[640 480] ;; graphics card on laptop doesn't support1091 ;; arbitray dimensions.1092 (eye-dimensions eye)1093 cam (Camera. cam-width cam-height)1094 rot (.getWorldRotation eye)]1095 (.setLocation cam (.getWorldTranslation eye))1096 (.lookAtDirection1097 cam ; this part is not a mistake and1098 (.mult rot Vector3f/UNIT_X) ; is consistent with using Z in1099 (.mult rot Vector3f/UNIT_Y)) ; blender as the UP vector.1100 (.setFrustumPerspective1101 cam (float 45)1102 (float (/ (.getWidth cam) (.getHeight cam)))1103 (float 1)1104 (float 1000))1105 (bind-sense target cam) cam))1106 #+end_listing1108 *** Simulated Retina1110 An eye is a surface (the retina) which contains many discrete1111 sensors to detect light. These sensors can have different1112 light-sensing properties. In humans, each discrete sensor is1113 sensitive to red, blue, green, or gray. These different types of1114 sensors can have different spatial distributions along the retina.1115 In humans, there is a fovea in the center of the retina which has1116 a very high density of color sensors, and a blind spot which has1117 no sensors at all. Sensor density decreases in proportion to1118 distance from the fovea.1120 I want to be able to model any retinal configuration, so my1121 eye-nodes in blender contain metadata pointing to images that1122 describe the precise position of the individual sensors using1123 white pixels. The meta-data also describes the precise sensitivity1124 to light that the sensors described in the image have. An eye can1125 contain any number of these images. For example, the metadata for1126 an eye might look like this:1128 #+begin_src clojure1129 {0xFF0000 "Models/test-creature/retina-small.png"}1130 #+end_src1132 #+caption: An example retinal profile image. White pixels are1133 #+caption: photo-sensitive elements. The distribution of white1134 #+caption: pixels is denser in the middle and falls off at the1135 #+caption: edges and is inspired by the human retina.1136 #+name: retina1137 #+ATTR_LaTeX: :width 10cm1138 [[./images/retina-small.png]]1140 Together, the number 0xFF0000 and the image image above describe1141 the placement of red-sensitive sensory elements.1143 Meta-data to very crudely approximate a human eye might be1144 something like this:1146 #+begin_src clojure1147 (let [retinal-profile "Models/test-creature/retina-small.png"]1148 {0xFF0000 retinal-profile1149 0x00FF00 retinal-profile1150 0x0000FF retinal-profile1151 0xFFFFFF retinal-profile})1152 #+end_src1154 The numbers that serve as keys in the map determine a sensor's1155 relative sensitivity to the channels red, green, and blue. These1156 sensitivity values are packed into an integer in the order1157 =|_|R|G|B|= in 8-bit fields. The RGB values of a pixel in the1158 image are added together with these sensitivities as linear1159 weights. Therefore, 0xFF0000 means sensitive to red only while1160 0xFFFFFF means sensitive to all colors equally (gray).1162 #+caption: This is the core of vision in =CORTEX=. A given eye node1163 #+caption: is converted into a function that returns visual1164 #+caption: information from the simulation.1165 #+name: vision-kernel1166 #+begin_listing clojure1167 (defn vision-kernel1168 "Returns a list of functions, each of which will return a color1169 channel's worth of visual information when called inside a running1170 simulation."1171 [#^Node creature #^Spatial eye & {skip :skip :or {skip 0}}]1172 (let [retinal-map (retina-sensor-profile eye)1173 camera (add-eye! creature eye)1174 vision-image1175 (atom1176 (BufferedImage. (.getWidth camera)1177 (.getHeight camera)1178 BufferedImage/TYPE_BYTE_BINARY))1179 register-eye!1180 (runonce1181 (fn [world]1182 (add-camera!1183 world camera1184 (let [counter (atom 0)]1185 (fn [r fb bb bi]1186 (if (zero? (rem (swap! counter inc) (inc skip)))1187 (reset! vision-image1188 (BufferedImage! r fb bb bi))))))))]1189 (vec1190 (map1191 (fn [[key image]]1192 (let [whites (white-coordinates image)1193 topology (vec (collapse whites))1194 sensitivity (sensitivity-presets key key)]1195 (attached-viewport.1196 (fn [world]1197 (register-eye! world)1198 (vector1199 topology1200 (vec1201 (for [[x y] whites]1202 (pixel-sense1203 sensitivity1204 (.getRGB @vision-image x y))))))1205 register-eye!)))1206 retinal-map))))1207 #+end_listing1209 Note that since each of the functions generated by =vision-kernel=1210 shares the same =register-eye!= function, the eye will be1211 registered only once the first time any of the functions from the1212 list returned by =vision-kernel= is called. Each of the functions1213 returned by =vision-kernel= also allows access to the =Viewport=1214 through which it receives images.1216 All the hard work has been done; all that remains is to apply1217 =vision-kernel= to each eye in the creature and gather the results1218 into one list of functions.1221 #+caption: With =vision!=, =CORTEX= is already a fine simulation1222 #+caption: environment for experimenting with different types of1223 #+caption: eyes.1224 #+name: vision!1225 #+begin_listing clojure1226 (defn vision!1227 "Returns a list of functions, each of which returns visual sensory1228 data when called inside a running simulation."1229 [#^Node creature & {skip :skip :or {skip 0}}]1230 (reduce1231 concat1232 (for [eye (eyes creature)]1233 (vision-kernel creature eye))))1234 #+end_listing1236 #+caption: Simulated vision with a test creature and the1237 #+caption: human-like eye approximation. Notice how each channel1238 #+caption: of the eye responds differently to the differently1239 #+caption: colored balls.1240 #+name: worm-vision-test.1241 #+ATTR_LaTeX: :width 13cm1242 [[./images/worm-vision.png]]1244 The vision code is not much more complicated than the body code,1245 and enables multiple further paths for simulated vision. For1246 example, it is quite easy to create bifocal vision -- you just1247 make two eyes next to each other in blender! It is also possible1248 to encode vision transforms in the retinal files. For example, the1249 human like retina file in figure \ref{retina} approximates a1250 log-polar transform.1252 This vision code has already been absorbed by the jMonkeyEngine1253 community and is now (in modified form) part of a system for1254 capturing in-game video to a file.1256 ** COMMENT Hearing is hard; =CORTEX= does it right1258 At the end of this section I will have simulated ears that work the1259 same way as the simulated eyes in the last section. I will be able to1260 place any number of ear-nodes in a blender file, and they will bind to1261 the closest physical object and follow it as it moves around. Each ear1262 will provide access to the sound data it picks up between every frame.1264 Hearing is one of the more difficult senses to simulate, because there1265 is less support for obtaining the actual sound data that is processed1266 by jMonkeyEngine3. There is no "split-screen" support for rendering1267 sound from different points of view, and there is no way to directly1268 access the rendered sound data.1270 =CORTEX='s hearing is unique because it does not have any1271 limitations compared to other simulation environments. As far as I1272 know, there is no other system that supports multiple listerers,1273 and the sound demo at the end of this section is the first time1274 it's been done in a video game environment.1276 *** Brief Description of jMonkeyEngine's Sound System1278 jMonkeyEngine's sound system works as follows:1280 - jMonkeyEngine uses the =AppSettings= for the particular1281 application to determine what sort of =AudioRenderer= should be1282 used.1283 - Although some support is provided for multiple AudioRendering1284 backends, jMonkeyEngine at the time of this writing will either1285 pick no =AudioRenderer= at all, or the =LwjglAudioRenderer=.1286 - jMonkeyEngine tries to figure out what sort of system you're1287 running and extracts the appropriate native libraries.1288 - The =LwjglAudioRenderer= uses the [[http://lwjgl.org/][=LWJGL=]] (LightWeight Java Game1289 Library) bindings to interface with a C library called [[http://kcat.strangesoft.net/openal.html][=OpenAL=]]1290 - =OpenAL= renders the 3D sound and feeds the rendered sound1291 directly to any of various sound output devices with which it1292 knows how to communicate.1294 A consequence of this is that there's no way to access the actual1295 sound data produced by =OpenAL=. Even worse, =OpenAL= only supports1296 one /listener/ (it renders sound data from only one perspective),1297 which normally isn't a problem for games, but becomes a problem1298 when trying to make multiple AI creatures that can each hear the1299 world from a different perspective.1301 To make many AI creatures in jMonkeyEngine that can each hear the1302 world from their own perspective, or to make a single creature with1303 many ears, it is necessary to go all the way back to =OpenAL= and1304 implement support for simulated hearing there.1306 *** Extending =OpenAl=1308 Extending =OpenAL= to support multiple listeners requires 5001309 lines of =C= code and is too hairy to mention here. Instead, I1310 will show a small amount of extension code and go over the high1311 level stragety. Full source is of course available with the1312 =CORTEX= distribution if you're interested.1314 =OpenAL= goes to great lengths to support many different systems,1315 all with different sound capabilities and interfaces. It1316 accomplishes this difficult task by providing code for many1317 different sound backends in pseudo-objects called /Devices/.1318 There's a device for the Linux Open Sound System and the Advanced1319 Linux Sound Architecture, there's one for Direct Sound on Windows,1320 and there's even one for Solaris. =OpenAL= solves the problem of1321 platform independence by providing all these Devices.1323 Wrapper libraries such as LWJGL are free to examine the system on1324 which they are running and then select an appropriate device for1325 that system.1327 There are also a few "special" devices that don't interface with1328 any particular system. These include the Null Device, which1329 doesn't do anything, and the Wave Device, which writes whatever1330 sound it receives to a file, if everything has been set up1331 correctly when configuring =OpenAL=.1333 Actual mixing (doppler shift and distance.environment-based1334 attenuation) of the sound data happens in the Devices, and they1335 are the only point in the sound rendering process where this data1336 is available.1338 Therefore, in order to support multiple listeners, and get the1339 sound data in a form that the AIs can use, it is necessary to1340 create a new Device which supports this feature.1342 Adding a device to OpenAL is rather tricky -- there are five1343 separate files in the =OpenAL= source tree that must be modified1344 to do so. I named my device the "Multiple Audio Send" Device, or1345 =Send= Device for short, since it sends audio data back to the1346 calling application like an Aux-Send cable on a mixing board.1348 The main idea behind the Send device is to take advantage of the1349 fact that LWJGL only manages one /context/ when using OpenAL. A1350 /context/ is like a container that holds samples and keeps track1351 of where the listener is. In order to support multiple listeners,1352 the Send device identifies the LWJGL context as the master1353 context, and creates any number of slave contexts to represent1354 additional listeners. Every time the device renders sound, it1355 synchronizes every source from the master LWJGL context to the1356 slave contexts. Then, it renders each context separately, using a1357 different listener for each one. The rendered sound is made1358 available via JNI to jMonkeyEngine.1360 Switching between contexts is not the normal operation of a1361 Device, and one of the problems with doing so is that a Device1362 normally keeps around a few pieces of state such as the1363 =ClickRemoval= array above which will become corrupted if the1364 contexts are not rendered in parallel. The solution is to create a1365 copy of this normally global device state for each context, and1366 copy it back and forth into and out of the actual device state1367 whenever a context is rendered.1369 The core of the =Send= device is the =syncSources= function, which1370 does the job of copying all relevant data from one context to1371 another.1373 #+caption: Program for extending =OpenAL= to support multiple1374 #+caption: listeners via context copying/switching.1375 #+name: sync-openal-sources1376 #+begin_listing C1377 void syncSources(ALsource *masterSource, ALsource *slaveSource,1378 ALCcontext *masterCtx, ALCcontext *slaveCtx){1379 ALuint master = masterSource->source;1380 ALuint slave = slaveSource->source;1381 ALCcontext *current = alcGetCurrentContext();1383 syncSourcef(master,slave,masterCtx,slaveCtx,AL_PITCH);1384 syncSourcef(master,slave,masterCtx,slaveCtx,AL_GAIN);1385 syncSourcef(master,slave,masterCtx,slaveCtx,AL_MAX_DISTANCE);1386 syncSourcef(master,slave,masterCtx,slaveCtx,AL_ROLLOFF_FACTOR);1387 syncSourcef(master,slave,masterCtx,slaveCtx,AL_REFERENCE_DISTANCE);1388 syncSourcef(master,slave,masterCtx,slaveCtx,AL_MIN_GAIN);1389 syncSourcef(master,slave,masterCtx,slaveCtx,AL_MAX_GAIN);1390 syncSourcef(master,slave,masterCtx,slaveCtx,AL_CONE_OUTER_GAIN);1391 syncSourcef(master,slave,masterCtx,slaveCtx,AL_CONE_INNER_ANGLE);1392 syncSourcef(master,slave,masterCtx,slaveCtx,AL_CONE_OUTER_ANGLE);1393 syncSourcef(master,slave,masterCtx,slaveCtx,AL_SEC_OFFSET);1394 syncSourcef(master,slave,masterCtx,slaveCtx,AL_SAMPLE_OFFSET);1395 syncSourcef(master,slave,masterCtx,slaveCtx,AL_BYTE_OFFSET);1397 syncSource3f(master,slave,masterCtx,slaveCtx,AL_POSITION);1398 syncSource3f(master,slave,masterCtx,slaveCtx,AL_VELOCITY);1399 syncSource3f(master,slave,masterCtx,slaveCtx,AL_DIRECTION);1401 syncSourcei(master,slave,masterCtx,slaveCtx,AL_SOURCE_RELATIVE);1402 syncSourcei(master,slave,masterCtx,slaveCtx,AL_LOOPING);1404 alcMakeContextCurrent(masterCtx);1405 ALint source_type;1406 alGetSourcei(master, AL_SOURCE_TYPE, &source_type);1408 // Only static sources are currently synchronized!1409 if (AL_STATIC == source_type){1410 ALint master_buffer;1411 ALint slave_buffer;1412 alGetSourcei(master, AL_BUFFER, &master_buffer);1413 alcMakeContextCurrent(slaveCtx);1414 alGetSourcei(slave, AL_BUFFER, &slave_buffer);1415 if (master_buffer != slave_buffer){1416 alSourcei(slave, AL_BUFFER, master_buffer);1417 }1418 }1420 // Synchronize the state of the two sources.1421 alcMakeContextCurrent(masterCtx);1422 ALint masterState;1423 ALint slaveState;1425 alGetSourcei(master, AL_SOURCE_STATE, &masterState);1426 alcMakeContextCurrent(slaveCtx);1427 alGetSourcei(slave, AL_SOURCE_STATE, &slaveState);1429 if (masterState != slaveState){1430 switch (masterState){1431 case AL_INITIAL : alSourceRewind(slave); break;1432 case AL_PLAYING : alSourcePlay(slave); break;1433 case AL_PAUSED : alSourcePause(slave); break;1434 case AL_STOPPED : alSourceStop(slave); break;1435 }1436 }1437 // Restore whatever context was previously active.1438 alcMakeContextCurrent(current);1439 }1440 #+end_listing1442 With this special context-switching device, and some ugly JNI1443 bindings that are not worth mentioning, =CORTEX= gains the ability1444 to access multiple sound streams from =OpenAL=.1446 #+caption: Program to create an ear from a blender empty node. The ear1447 #+caption: follows around the nearest physical object and passes1448 #+caption: all sensory data to a continuation function.1449 #+name: add-ear1450 #+begin_listing clojure1451 (defn add-ear!1452 "Create a Listener centered on the current position of 'ear1453 which follows the closest physical node in 'creature and1454 sends sound data to 'continuation."1455 [#^Application world #^Node creature #^Spatial ear continuation]1456 (let [target (closest-node creature ear)1457 lis (Listener.)1458 audio-renderer (.getAudioRenderer world)1459 sp (hearing-pipeline continuation)]1460 (.setLocation lis (.getWorldTranslation ear))1461 (.setRotation lis (.getWorldRotation ear))1462 (bind-sense target lis)1463 (update-listener-velocity! target lis)1464 (.addListener audio-renderer lis)1465 (.registerSoundProcessor audio-renderer lis sp)))1466 #+end_listing1469 The =Send= device, unlike most of the other devices in =OpenAL=,1470 does not render sound unless asked. This enables the system to1471 slow down or speed up depending on the needs of the AIs who are1472 using it to listen. If the device tried to render samples in1473 real-time, a complicated AI whose mind takes 100 seconds of1474 computer time to simulate 1 second of AI-time would miss almost1475 all of the sound in its environment!1477 #+caption: Program to enable arbitrary hearing in =CORTEX=1478 #+name: hearing1479 #+begin_listing clojure1480 (defn hearing-kernel1481 "Returns a function which returns auditory sensory data when called1482 inside a running simulation."1483 [#^Node creature #^Spatial ear]1484 (let [hearing-data (atom [])1485 register-listener!1486 (runonce1487 (fn [#^Application world]1488 (add-ear!1489 world creature ear1490 (comp #(reset! hearing-data %)1491 byteBuffer->pulse-vector))))]1492 (fn [#^Application world]1493 (register-listener! world)1494 (let [data @hearing-data1495 topology1496 (vec (map #(vector % 0) (range 0 (count data))))]1497 [topology data]))))1499 (defn hearing!1500 "Endow the creature in a particular world with the sense of1501 hearing. Will return a sequence of functions, one for each ear,1502 which when called will return the auditory data from that ear."1503 [#^Node creature]1504 (for [ear (ears creature)]1505 (hearing-kernel creature ear)))1506 #+end_listing1508 Armed with these functions, =CORTEX= is able to test possibly the1509 first ever instance of multiple listeners in a video game engine1510 based simulation!1512 #+caption: Here a simple creature responds to sound by changing1513 #+caption: its color from gray to green when the total volume1514 #+caption: goes over a threshold.1515 #+name: sound-test1516 #+begin_listing java1517 /**1518 * Respond to sound! This is the brain of an AI entity that1519 * hears its surroundings and reacts to them.1520 */1521 public void process(ByteBuffer audioSamples,1522 int numSamples, AudioFormat format) {1523 audioSamples.clear();1524 byte[] data = new byte[numSamples];1525 float[] out = new float[numSamples];1526 audioSamples.get(data);1527 FloatSampleTools.1528 byte2floatInterleaved1529 (data, 0, out, 0, numSamples/format.getFrameSize(), format);1531 float max = Float.NEGATIVE_INFINITY;1532 for (float f : out){if (f > max) max = f;}1533 audioSamples.clear();1535 if (max > 0.1){1536 entity.getMaterial().setColor("Color", ColorRGBA.Green);1537 }1538 else {1539 entity.getMaterial().setColor("Color", ColorRGBA.Gray);1540 }1541 #+end_listing1543 #+caption: First ever simulation of multiple listerners in =CORTEX=.1544 #+caption: Each cube is a creature which processes sound data with1545 #+caption: the =process= function from listing \ref{sound-test}.1546 #+caption: the ball is constantally emiting a pure tone of1547 #+caption: constant volume. As it approaches the cubes, they each1548 #+caption: change color in response to the sound.1549 #+name: sound-cubes.1550 #+ATTR_LaTeX: :width 10cm1551 [[./images/aurellem-gray.png]]1553 This system of hearing has also been co-opted by the1554 jMonkeyEngine3 community and is used to record audio for demo1555 videos.1557 ** Touch uses hundreds of hair-like elements1559 Touch is critical to navigation and spatial reasoning and as such I1560 need a simulated version of it to give to my AI creatures.1562 Human skin has a wide array of touch sensors, each of which1563 specialize in detecting different vibrational modes and pressures.1564 These sensors can integrate a vast expanse of skin (i.e. your1565 entire palm), or a tiny patch of skin at the tip of your finger.1566 The hairs of the skin help detect objects before they even come1567 into contact with the skin proper.1569 However, touch in my simulated world can not exactly correspond to1570 human touch because my creatures are made out of completely rigid1571 segments that don't deform like human skin.1573 Instead of measuring deformation or vibration, I surround each1574 rigid part with a plenitude of hair-like objects (/feelers/) which1575 do not interact with the physical world. Physical objects can pass1576 through them with no effect. The feelers are able to tell when1577 other objects pass through them, and they constantly report how1578 much of their extent is covered. So even though the creature's body1579 parts do not deform, the feelers create a margin around those body1580 parts which achieves a sense of touch which is a hybrid between a1581 human's sense of deformation and sense from hairs.1583 Implementing touch in jMonkeyEngine follows a different technical1584 route than vision and hearing. Those two senses piggybacked off1585 jMonkeyEngine's 3D audio and video rendering subsystems. To1586 simulate touch, I use jMonkeyEngine's physics system to execute1587 many small collision detections, one for each feeler. The placement1588 of the feelers is determined by a UV-mapped image which shows where1589 each feeler should be on the 3D surface of the body.1591 *** COMMENT Defining Touch Meta-Data in Blender1593 Each geometry can have a single UV map which describes the1594 position of the feelers which will constitute its sense of touch.1595 This image path is stored under the ``touch'' key. The image itself1596 is black and white, with black meaning a feeler length of 0 (no1597 feeler is present) and white meaning a feeler length of =scale=,1598 which is a float stored under the key "scale".1600 #+caption: Touch does not use empty nodes, to store metadata,1601 #+caption: because the metadata of each solid part of a1602 #+caption: creature's body is sufficient.1603 #+name: touch-meta-data1604 #+begin_listing clojure1605 (defn tactile-sensor-profile1606 "Return the touch-sensor distribution image in BufferedImage format,1607 or nil if it does not exist."1608 [#^Geometry obj]1609 (if-let [image-path (meta-data obj "touch")]1610 (load-image image-path)))1612 (defn tactile-scale1613 "Return the length of each feeler. Default scale is 0.011614 jMonkeyEngine units."1615 [#^Geometry obj]1616 (if-let [scale (meta-data obj "scale")]1617 scale 0.1))1618 #+end_listing1620 Here is an example of a UV-map which specifies the position of1621 touch sensors along the surface of the upper segment of a fingertip.1624 #+caption: This is the tactile-sensor-profile for the upper segment1625 #+caption: of a fingertip. It defines regions of high touch sensitivity1626 #+caption: (where there are many white pixels) and regions of low1627 #+caption: sensitivity (where white pixels are sparse).1628 #+name: fimgertip-UV1629 #+ATTR_LaTeX: :width 10cm1630 [[../images/finger-UV.png]]1632 *** COMMENT Implementation Summary1634 To simulate touch there are three conceptual steps. For each solid1635 object in the creature, you first have to get UV image and scale1636 parameter which define the position and length of the feelers.1637 Then, you use the triangles which comprise the mesh and the UV1638 data stored in the mesh to determine the world-space position and1639 orientation of each feeler. Then once every frame, update these1640 positions and orientations to match the current position and1641 orientation of the object, and use physics collision detection to1642 gather tactile data.1644 Extracting the meta-data has already been described. The third1645 step, physics collision detection, is handled in =touch-kernel=.1646 Translating the positions and orientations of the feelers from the1647 UV-map to world-space is itself a three-step process.1649 - Find the triangles which make up the mesh in pixel-space and in1650 world-space. (=triangles= =pixel-triangles=).1652 - Find the coordinates of each feeler in world-space. These are1653 the origins of the feelers. (=feeler-origins=).1655 - Calculate the normals of the triangles in world space, and add1656 them to each of the origins of the feelers. These are the1657 normalized coordinates of the tips of the feelers.1658 (=feeler-tips=).1660 *** COMMENT Triangle Math1662 The rigid objects which make up a creature have an underlying1663 =Geometry=, which is a =Mesh= plus a =Material= and other1664 important data involved with displaying the object.1666 A =Mesh= is composed of =Triangles=, and each =Triangle= has three1667 vertices which have coordinates in world space and UV space.1669 Here, =triangles= gets all the world-space triangles which1670 comprise a mesh, while =pixel-triangles= gets those same triangles1671 expressed in pixel coordinates (which are UV coordinates scaled to1672 fit the height and width of the UV image).1674 #+caption: Programs to extract triangles from a geometry and get1675 #+caption: their verticies in both world and UV-coordinates.1676 #+name: get-triangles1677 #+begin_listing clojure1678 (defn triangle1679 "Get the triangle specified by triangle-index from the mesh."1680 [#^Geometry geo triangle-index]1681 (triangle-seq1682 (let [scratch (Triangle.)]1683 (.getTriangle (.getMesh geo) triangle-index scratch) scratch)))1685 (defn triangles1686 "Return a sequence of all the Triangles which comprise a given1687 Geometry."1688 [#^Geometry geo]1689 (map (partial triangle geo) (range (.getTriangleCount (.getMesh geo)))))1691 (defn triangle-vertex-indices1692 "Get the triangle vertex indices of a given triangle from a given1693 mesh."1694 [#^Mesh mesh triangle-index]1695 (let [indices (int-array 3)]1696 (.getTriangle mesh triangle-index indices)1697 (vec indices)))1699 (defn vertex-UV-coord1700 "Get the UV-coordinates of the vertex named by vertex-index"1701 [#^Mesh mesh vertex-index]1702 (let [UV-buffer1703 (.getData1704 (.getBuffer1705 mesh1706 VertexBuffer$Type/TexCoord))]1707 [(.get UV-buffer (* vertex-index 2))1708 (.get UV-buffer (+ 1 (* vertex-index 2)))]))1710 (defn pixel-triangle [#^Geometry geo image index]1711 (let [mesh (.getMesh geo)1712 width (.getWidth image)1713 height (.getHeight image)]1714 (vec (map (fn [[u v]] (vector (* width u) (* height v)))1715 (map (partial vertex-UV-coord mesh)1716 (triangle-vertex-indices mesh index))))))1718 (defn pixel-triangles1719 "The pixel-space triangles of the Geometry, in the same order as1720 (triangles geo)"1721 [#^Geometry geo image]1722 (let [height (.getHeight image)1723 width (.getWidth image)]1724 (map (partial pixel-triangle geo image)1725 (range (.getTriangleCount (.getMesh geo))))))1726 #+end_listing1728 *** The Affine Transform from one Triangle to Another1730 =pixel-triangles= gives us the mesh triangles expressed in pixel1731 coordinates and =triangles= gives us the mesh triangles expressed1732 in world coordinates. The tactile-sensor-profile gives the1733 position of each feeler in pixel-space. In order to convert1734 pixel-space coordinates into world-space coordinates we need1735 something that takes coordinates on the surface of one triangle1736 and gives the corresponding coordinates on the surface of another1737 triangle.1739 Triangles are [[http://mathworld.wolfram.com/AffineTransformation.html ][affine]], which means any triangle can be transformed1740 into any other by a combination of translation, scaling, and1741 rotation. The affine transformation from one triangle to another1742 is readily computable if the triangle is expressed in terms of a1743 $4x4$ matrix.1745 #+BEGIN_LaTeX1746 $$1747 \begin{bmatrix}1748 x_1 & x_2 & x_3 & n_x \\1749 y_1 & y_2 & y_3 & n_y \\1750 z_1 & z_2 & z_3 & n_z \\1751 1 & 1 & 1 & 11752 \end{bmatrix}1753 $$1754 #+END_LaTeX1756 Here, the first three columns of the matrix are the vertices of1757 the triangle. The last column is the right-handed unit normal of1758 the triangle.1760 With two triangles $T_{1}$ and $T_{2}$ each expressed as a1761 matrix like above, the affine transform from $T_{1}$ to $T_{2}$1762 is $T_{2}T_{1}^{-1}$.1764 The clojure code below recapitulates the formulas above, using1765 jMonkeyEngine's =Matrix4f= objects, which can describe any affine1766 transformation.1768 #+caption: Program to interpert triangles as affine transforms.1769 #+name: triangle-affine1770 #+begin_listing clojure1771 #+BEGIN_SRC clojure1772 (defn triangle->matrix4f1773 "Converts the triangle into a 4x4 matrix: The first three columns1774 contain the vertices of the triangle; the last contains the unit1775 normal of the triangle. The bottom row is filled with 1s."1776 [#^Triangle t]1777 (let [mat (Matrix4f.)1778 [vert-1 vert-2 vert-3]1779 (mapv #(.get t %) (range 3))1780 unit-normal (do (.calculateNormal t)(.getNormal t))1781 vertices [vert-1 vert-2 vert-3 unit-normal]]1782 (dorun1783 (for [row (range 4) col (range 3)]1784 (do1785 (.set mat col row (.get (vertices row) col))1786 (.set mat 3 row 1)))) mat))1788 (defn triangles->affine-transform1789 "Returns the affine transformation that converts each vertex in the1790 first triangle into the corresponding vertex in the second1791 triangle."1792 [#^Triangle tri-1 #^Triangle tri-2]1793 (.mult1794 (triangle->matrix4f tri-2)1795 (.invert (triangle->matrix4f tri-1))))1796 #+END_SRC1797 #+end_listing1799 *** COMMENT Triangle Boundaries1801 For efficiency's sake I will divide the tactile-profile image into1802 small squares which inscribe each pixel-triangle, then extract the1803 points which lie inside the triangle and map them to 3D-space using1804 =triangle-transform= above. To do this I need a function,1805 =convex-bounds= which finds the smallest box which inscribes a 2D1806 triangle.1808 =inside-triangle?= determines whether a point is inside a triangle1809 in 2D pixel-space.1811 #+caption: Program to efficiently determine point includion1812 #+caption: in a triangle.1813 #+name: in-triangle1814 #+begin_listing clojure1815 #+BEGIN_SRC clojure1816 (defn convex-bounds1817 "Returns the smallest square containing the given vertices, as a1818 vector of integers [left top width height]."1819 [verts]1820 (let [xs (map first verts)1821 ys (map second verts)1822 x0 (Math/floor (apply min xs))1823 y0 (Math/floor (apply min ys))1824 x1 (Math/ceil (apply max xs))1825 y1 (Math/ceil (apply max ys))]1826 [x0 y0 (- x1 x0) (- y1 y0)]))1828 (defn same-side?1829 "Given the points p1 and p2 and the reference point ref, is point p1830 on the same side of the line that goes through p1 and p2 as ref is?"1831 [p1 p2 ref p]1832 (<=1833 01834 (.dot1835 (.cross (.subtract p2 p1) (.subtract p p1))1836 (.cross (.subtract p2 p1) (.subtract ref p1)))))1838 (defn inside-triangle?1839 "Is the point inside the triangle?"1840 {:author "Dylan Holmes"}1841 [#^Triangle tri #^Vector3f p]1842 (let [[vert-1 vert-2 vert-3] [(.get1 tri) (.get2 tri) (.get3 tri)]]1843 (and1844 (same-side? vert-1 vert-2 vert-3 p)1845 (same-side? vert-2 vert-3 vert-1 p)1846 (same-side? vert-3 vert-1 vert-2 p))))1847 #+END_SRC1848 #+end_listing1850 *** COMMENT Feeler Coordinates1852 The triangle-related functions above make short work of1853 calculating the positions and orientations of each feeler in1854 world-space.1856 #+caption: Program to get the coordinates of ``feelers '' in1857 #+caption: both world and UV-coordinates.1858 #+name: feeler-coordinates1859 #+begin_listing clojure1860 #+BEGIN_SRC clojure1861 (defn feeler-pixel-coords1862 "Returns the coordinates of the feelers in pixel space in lists, one1863 list for each triangle, ordered in the same way as (triangles) and1864 (pixel-triangles)."1865 [#^Geometry geo image]1866 (map1867 (fn [pixel-triangle]1868 (filter1869 (fn [coord]1870 (inside-triangle? (->triangle pixel-triangle)1871 (->vector3f coord)))1872 (white-coordinates image (convex-bounds pixel-triangle))))1873 (pixel-triangles geo image)))1875 (defn feeler-world-coords1876 "Returns the coordinates of the feelers in world space in lists, one1877 list for each triangle, ordered in the same way as (triangles) and1878 (pixel-triangles)."1879 [#^Geometry geo image]1880 (let [transforms1881 (map #(triangles->affine-transform1882 (->triangle %1) (->triangle %2))1883 (pixel-triangles geo image)1884 (triangles geo))]1885 (map (fn [transform coords]1886 (map #(.mult transform (->vector3f %)) coords))1887 transforms (feeler-pixel-coords geo image))))1888 #+END_SRC1889 #+end_listing1891 #+caption: Program to get the position of the base and tip of1892 #+caption: each ``feeler''1893 #+name: feeler-tips1894 #+begin_listing clojure1895 #+BEGIN_SRC clojure1896 (defn feeler-origins1897 "The world space coordinates of the root of each feeler."1898 [#^Geometry geo image]1899 (reduce concat (feeler-world-coords geo image)))1901 (defn feeler-tips1902 "The world space coordinates of the tip of each feeler."1903 [#^Geometry geo image]1904 (let [world-coords (feeler-world-coords geo image)1905 normals1906 (map1907 (fn [triangle]1908 (.calculateNormal triangle)1909 (.clone (.getNormal triangle)))1910 (map ->triangle (triangles geo)))]1912 (mapcat (fn [origins normal]1913 (map #(.add % normal) origins))1914 world-coords normals)))1916 (defn touch-topology1917 [#^Geometry geo image]1918 (collapse (reduce concat (feeler-pixel-coords geo image))))1919 #+END_SRC1920 #+end_listing1922 *** COMMENT Simulated Touch1924 Now that the functions to construct feelers are complete,1925 =touch-kernel= generates functions to be called from within a1926 simulation that perform the necessary physics collisions to1927 collect tactile data, and =touch!= recursively applies it to every1928 node in the creature.1930 #+caption: Efficient program to transform a ray from1931 #+caption: one position to another.1932 #+name: set-ray1933 #+begin_listing clojure1934 #+BEGIN_SRC clojure1935 (defn set-ray [#^Ray ray #^Matrix4f transform1936 #^Vector3f origin #^Vector3f tip]1937 ;; Doing everything locally reduces garbage collection by enough to1938 ;; be worth it.1939 (.mult transform origin (.getOrigin ray))1940 (.mult transform tip (.getDirection ray))1941 (.subtractLocal (.getDirection ray) (.getOrigin ray))1942 (.normalizeLocal (.getDirection ray)))1943 #+END_SRC1944 #+end_listing1946 #+caption: This is the core of touch in =CORTEX= each feeler1947 #+caption: follows the object it is bound to, reporting any1948 #+caption: collisions that may happen.1949 #+name: touch-kernel1950 #+begin_listing clojure1951 #+BEGIN_SRC clojure1952 (defn touch-kernel1953 "Constructs a function which will return tactile sensory data from1954 'geo when called from inside a running simulation"1955 [#^Geometry geo]1956 (if-let1957 [profile (tactile-sensor-profile geo)]1958 (let [ray-reference-origins (feeler-origins geo profile)1959 ray-reference-tips (feeler-tips geo profile)1960 ray-length (tactile-scale geo)1961 current-rays (map (fn [_] (Ray.)) ray-reference-origins)1962 topology (touch-topology geo profile)1963 correction (float (* ray-length -0.2))]1964 ;; slight tolerance for very close collisions.1965 (dorun1966 (map (fn [origin tip]1967 (.addLocal origin (.mult (.subtract tip origin)1968 correction)))1969 ray-reference-origins ray-reference-tips))1970 (dorun (map #(.setLimit % ray-length) current-rays))1971 (fn [node]1972 (let [transform (.getWorldMatrix geo)]1973 (dorun1974 (map (fn [ray ref-origin ref-tip]1975 (set-ray ray transform ref-origin ref-tip))1976 current-rays ray-reference-origins1977 ray-reference-tips))1978 (vector1979 topology1980 (vec1981 (for [ray current-rays]1982 (do1983 (let [results (CollisionResults.)]1984 (.collideWith node ray results)1985 (let [touch-objects1986 (filter #(not (= geo (.getGeometry %)))1987 results)1988 limit (.getLimit ray)]1989 [(if (empty? touch-objects)1990 limit1991 (let [response1992 (apply min (map #(.getDistance %)1993 touch-objects))]1994 (FastMath/clamp1995 (float1996 (if (> response limit) (float 0.0)1997 (+ response correction)))1998 (float 0.0)1999 limit)))2000 limit])))))))))))2001 #+END_SRC2002 #+end_listing2004 Armed with the =touch!= function, =CORTEX= becomes capable of2005 giving creatures a sense of touch. A simple test is to create a2006 cube that is outfitted with a uniform distrubition of touch2007 sensors. It can feel the ground and any balls that it touches.2009 #+caption: =CORTEX= interface for creating touch in a simulated2010 #+caption: creature.2011 #+name: touch2012 #+begin_listing clojure2013 #+BEGIN_SRC clojure2014 (defn touch!2015 "Endow the creature with the sense of touch. Returns a sequence of2016 functions, one for each body part with a tactile-sensor-profile,2017 each of which when called returns sensory data for that body part."2018 [#^Node creature]2019 (filter2020 (comp not nil?)2021 (map touch-kernel2022 (filter #(isa? (class %) Geometry)2023 (node-seq creature)))))2024 #+END_SRC2025 #+end_listing2027 The tactile-sensor-profile image for the touch cube is a simple2028 cross with a unifom distribution of touch sensors:2030 #+caption: The touch profile for the touch-cube. Each pure white2031 #+caption: pixel defines a touch sensitive feeler.2032 #+name: touch-cube-uv-map2033 #+ATTR_LaTeX: :width 10cm2034 [[./images/touch-profile.png]]2036 #+caption: The touch cube reacts to canonballs. The black, red,2037 #+caption: and white cross on the right is a visual display of2038 #+caption: the creature's touch. White means that it is feeling2039 #+caption: something strongly, black is not feeling anything,2040 #+caption: and gray is in-between. The cube can feel both the2041 #+caption: floor and the ball. Notice that when the ball causes2042 #+caption: the cube to tip, that the bottom face can still feel2043 #+caption: part of the ground.2044 #+name: touch-cube-uv-map2045 #+ATTR_LaTeX: :width 15cm2046 [[./images/touch-cube.png]]2048 ** Proprioception is the sense that makes everything ``real''2050 ** Muscles are both effectors and sensors2052 ** =CORTEX= brings complex creatures to life!2054 ** =CORTEX= enables many possiblities for further research2056 * COMMENT Empathy in a simulated worm2058 Here I develop a computational model of empathy, using =CORTEX= as a2059 base. Empathy in this context is the ability to observe another2060 creature and infer what sorts of sensations that creature is2061 feeling. My empathy algorithm involves multiple phases. First is2062 free-play, where the creature moves around and gains sensory2063 experience. From this experience I construct a representation of the2064 creature's sensory state space, which I call \Phi-space. Using2065 \Phi-space, I construct an efficient function which takes the2066 limited data that comes from observing another creature and enriches2067 it full compliment of imagined sensory data. I can then use the2068 imagined sensory data to recognize what the observed creature is2069 doing and feeling, using straightforward embodied action predicates.2070 This is all demonstrated with using a simple worm-like creature, and2071 recognizing worm-actions based on limited data.2073 #+caption: Here is the worm with which we will be working.2074 #+caption: It is composed of 5 segments. Each segment has a2075 #+caption: pair of extensor and flexor muscles. Each of the2076 #+caption: worm's four joints is a hinge joint which allows2077 #+caption: about 30 degrees of rotation to either side. Each segment2078 #+caption: of the worm is touch-capable and has a uniform2079 #+caption: distribution of touch sensors on each of its faces.2080 #+caption: Each joint has a proprioceptive sense to detect2081 #+caption: relative positions. The worm segments are all the2082 #+caption: same except for the first one, which has a much2083 #+caption: higher weight than the others to allow for easy2084 #+caption: manual motor control.2085 #+name: basic-worm-view2086 #+ATTR_LaTeX: :width 10cm2087 [[./images/basic-worm-view.png]]2089 #+caption: Program for reading a worm from a blender file and2090 #+caption: outfitting it with the senses of proprioception,2091 #+caption: touch, and the ability to move, as specified in the2092 #+caption: blender file.2093 #+name: get-worm2094 #+begin_listing clojure2095 #+begin_src clojure2096 (defn worm []2097 (let [model (load-blender-model "Models/worm/worm.blend")]2098 {:body (doto model (body!))2099 :touch (touch! model)2100 :proprioception (proprioception! model)2101 :muscles (movement! model)}))2102 #+end_src2103 #+end_listing2105 ** Embodiment factors action recognition into managable parts2107 Using empathy, I divide the problem of action recognition into a2108 recognition process expressed in the language of a full compliment2109 of senses, and an imaganitive process that generates full sensory2110 data from partial sensory data. Splitting the action recognition2111 problem in this manner greatly reduces the total amount of work to2112 recognize actions: The imaganitive process is mostly just matching2113 previous experience, and the recognition process gets to use all2114 the senses to directly describe any action.2116 ** Action recognition is easy with a full gamut of senses2118 Embodied representations using multiple senses such as touch,2119 proprioception, and muscle tension turns out be be exceedingly2120 efficient at describing body-centered actions. It is the ``right2121 language for the job''. For example, it takes only around 5 lines2122 of LISP code to describe the action of ``curling'' using embodied2123 primitives. It takes about 10 lines to describe the seemingly2124 complicated action of wiggling.2126 The following action predicates each take a stream of sensory2127 experience, observe however much of it they desire, and decide2128 whether the worm is doing the action they describe. =curled?=2129 relies on proprioception, =resting?= relies on touch, =wiggling?=2130 relies on a fourier analysis of muscle contraction, and2131 =grand-circle?= relies on touch and reuses =curled?= as a gaurd.2133 #+caption: Program for detecting whether the worm is curled. This is the2134 #+caption: simplest action predicate, because it only uses the last frame2135 #+caption: of sensory experience, and only uses proprioceptive data. Even2136 #+caption: this simple predicate, however, is automatically frame2137 #+caption: independent and ignores vermopomorphic differences such as2138 #+caption: worm textures and colors.2139 #+name: curled2140 #+attr_latex: [htpb]2141 #+begin_listing clojure2142 #+begin_src clojure2143 (defn curled?2144 "Is the worm curled up?"2145 [experiences]2146 (every?2147 (fn [[_ _ bend]]2148 (> (Math/sin bend) 0.64))2149 (:proprioception (peek experiences))))2150 #+end_src2151 #+end_listing2153 #+caption: Program for summarizing the touch information in a patch2154 #+caption: of skin.2155 #+name: touch-summary2156 #+attr_latex: [htpb]2158 #+begin_listing clojure2159 #+begin_src clojure2160 (defn contact2161 "Determine how much contact a particular worm segment has with2162 other objects. Returns a value between 0 and 1, where 1 is full2163 contact and 0 is no contact."2164 [touch-region [coords contact :as touch]]2165 (-> (zipmap coords contact)2166 (select-keys touch-region)2167 (vals)2168 (#(map first %))2169 (average)2170 (* 10)2171 (- 1)2172 (Math/abs)))2173 #+end_src2174 #+end_listing2177 #+caption: Program for detecting whether the worm is at rest. This program2178 #+caption: uses a summary of the tactile information from the underbelly2179 #+caption: of the worm, and is only true if every segment is touching the2180 #+caption: floor. Note that this function contains no references to2181 #+caption: proprioction at all.2182 #+name: resting2183 #+attr_latex: [htpb]2184 #+begin_listing clojure2185 #+begin_src clojure2186 (def worm-segment-bottom (rect-region [8 15] [14 22]))2188 (defn resting?2189 "Is the worm resting on the ground?"2190 [experiences]2191 (every?2192 (fn [touch-data]2193 (< 0.9 (contact worm-segment-bottom touch-data)))2194 (:touch (peek experiences))))2195 #+end_src2196 #+end_listing2198 #+caption: Program for detecting whether the worm is curled up into a2199 #+caption: full circle. Here the embodied approach begins to shine, as2200 #+caption: I am able to both use a previous action predicate (=curled?=)2201 #+caption: as well as the direct tactile experience of the head and tail.2202 #+name: grand-circle2203 #+attr_latex: [htpb]2204 #+begin_listing clojure2205 #+begin_src clojure2206 (def worm-segment-bottom-tip (rect-region [15 15] [22 22]))2208 (def worm-segment-top-tip (rect-region [0 15] [7 22]))2210 (defn grand-circle?2211 "Does the worm form a majestic circle (one end touching the other)?"2212 [experiences]2213 (and (curled? experiences)2214 (let [worm-touch (:touch (peek experiences))2215 tail-touch (worm-touch 0)2216 head-touch (worm-touch 4)]2217 (and (< 0.55 (contact worm-segment-bottom-tip tail-touch))2218 (< 0.55 (contact worm-segment-top-tip head-touch))))))2219 #+end_src2220 #+end_listing2223 #+caption: Program for detecting whether the worm has been wiggling for2224 #+caption: the last few frames. It uses a fourier analysis of the muscle2225 #+caption: contractions of the worm's tail to determine wiggling. This is2226 #+caption: signigicant because there is no particular frame that clearly2227 #+caption: indicates that the worm is wiggling --- only when multiple frames2228 #+caption: are analyzed together is the wiggling revealed. Defining2229 #+caption: wiggling this way also gives the worm an opportunity to learn2230 #+caption: and recognize ``frustrated wiggling'', where the worm tries to2231 #+caption: wiggle but can't. Frustrated wiggling is very visually different2232 #+caption: from actual wiggling, but this definition gives it to us for free.2233 #+name: wiggling2234 #+attr_latex: [htpb]2235 #+begin_listing clojure2236 #+begin_src clojure2237 (defn fft [nums]2238 (map2239 #(.getReal %)2240 (.transform2241 (FastFourierTransformer. DftNormalization/STANDARD)2242 (double-array nums) TransformType/FORWARD)))2244 (def indexed (partial map-indexed vector))2246 (defn max-indexed [s]2247 (first (sort-by (comp - second) (indexed s))))2249 (defn wiggling?2250 "Is the worm wiggling?"2251 [experiences]2252 (let [analysis-interval 0x40]2253 (when (> (count experiences) analysis-interval)2254 (let [a-flex 32255 a-ex 22256 muscle-activity2257 (map :muscle (vector:last-n experiences analysis-interval))2258 base-activity2259 (map #(- (% a-flex) (% a-ex)) muscle-activity)]2260 (= 22261 (first2262 (max-indexed2263 (map #(Math/abs %)2264 (take 20 (fft base-activity))))))))))2265 #+end_src2266 #+end_listing2268 With these action predicates, I can now recognize the actions of2269 the worm while it is moving under my control and I have access to2270 all the worm's senses.2272 #+caption: Use the action predicates defined earlier to report on2273 #+caption: what the worm is doing while in simulation.2274 #+name: report-worm-activity2275 #+attr_latex: [htpb]2276 #+begin_listing clojure2277 #+begin_src clojure2278 (defn debug-experience2279 [experiences text]2280 (cond2281 (grand-circle? experiences) (.setText text "Grand Circle")2282 (curled? experiences) (.setText text "Curled")2283 (wiggling? experiences) (.setText text "Wiggling")2284 (resting? experiences) (.setText text "Resting")))2285 #+end_src2286 #+end_listing2288 #+caption: Using =debug-experience=, the body-centered predicates2289 #+caption: work together to classify the behaviour of the worm.2290 #+caption: the predicates are operating with access to the worm's2291 #+caption: full sensory data.2292 #+name: basic-worm-view2293 #+ATTR_LaTeX: :width 10cm2294 [[./images/worm-identify-init.png]]2296 These action predicates satisfy the recognition requirement of an2297 empathic recognition system. There is power in the simplicity of2298 the action predicates. They describe their actions without getting2299 confused in visual details of the worm. Each one is frame2300 independent, but more than that, they are each indepent of2301 irrelevant visual details of the worm and the environment. They2302 will work regardless of whether the worm is a different color or2303 hevaily textured, or if the environment has strange lighting.2305 The trick now is to make the action predicates work even when the2306 sensory data on which they depend is absent. If I can do that, then2307 I will have gained much,2309 ** \Phi-space describes the worm's experiences2311 As a first step towards building empathy, I need to gather all of2312 the worm's experiences during free play. I use a simple vector to2313 store all the experiences.2315 Each element of the experience vector exists in the vast space of2316 all possible worm-experiences. Most of this vast space is actually2317 unreachable due to physical constraints of the worm's body. For2318 example, the worm's segments are connected by hinge joints that put2319 a practical limit on the worm's range of motions without limiting2320 its degrees of freedom. Some groupings of senses are impossible;2321 the worm can not be bent into a circle so that its ends are2322 touching and at the same time not also experience the sensation of2323 touching itself.2325 As the worm moves around during free play and its experience vector2326 grows larger, the vector begins to define a subspace which is all2327 the sensations the worm can practicaly experience during normal2328 operation. I call this subspace \Phi-space, short for2329 physical-space. The experience vector defines a path through2330 \Phi-space. This path has interesting properties that all derive2331 from physical embodiment. The proprioceptive components are2332 completely smooth, because in order for the worm to move from one2333 position to another, it must pass through the intermediate2334 positions. The path invariably forms loops as actions are repeated.2335 Finally and most importantly, proprioception actually gives very2336 strong inference about the other senses. For example, when the worm2337 is flat, you can infer that it is touching the ground and that its2338 muscles are not active, because if the muscles were active, the2339 worm would be moving and would not be perfectly flat. In order to2340 stay flat, the worm has to be touching the ground, or it would2341 again be moving out of the flat position due to gravity. If the2342 worm is positioned in such a way that it interacts with itself,2343 then it is very likely to be feeling the same tactile feelings as2344 the last time it was in that position, because it has the same body2345 as then. If you observe multiple frames of proprioceptive data,2346 then you can become increasingly confident about the exact2347 activations of the worm's muscles, because it generally takes a2348 unique combination of muscle contractions to transform the worm's2349 body along a specific path through \Phi-space.2351 There is a simple way of taking \Phi-space and the total ordering2352 provided by an experience vector and reliably infering the rest of2353 the senses.2355 ** Empathy is the process of tracing though \Phi-space2357 Here is the core of a basic empathy algorithm, starting with an2358 experience vector:2360 First, group the experiences into tiered proprioceptive bins. I use2361 powers of 10 and 3 bins, and the smallest bin has an approximate2362 size of 0.001 radians in all proprioceptive dimensions.2364 Then, given a sequence of proprioceptive input, generate a set of2365 matching experience records for each input, using the tiered2366 proprioceptive bins.2368 Finally, to infer sensory data, select the longest consective chain2369 of experiences. Conecutive experience means that the experiences2370 appear next to each other in the experience vector.2372 This algorithm has three advantages:2374 1. It's simple2376 3. It's very fast -- retrieving possible interpretations takes2377 constant time. Tracing through chains of interpretations takes2378 time proportional to the average number of experiences in a2379 proprioceptive bin. Redundant experiences in \Phi-space can be2380 merged to save computation.2382 2. It protects from wrong interpretations of transient ambiguous2383 proprioceptive data. For example, if the worm is flat for just2384 an instant, this flattness will not be interpreted as implying2385 that the worm has its muscles relaxed, since the flattness is2386 part of a longer chain which includes a distinct pattern of2387 muscle activation. Markov chains or other memoryless statistical2388 models that operate on individual frames may very well make this2389 mistake.2391 #+caption: Program to convert an experience vector into a2392 #+caption: proprioceptively binned lookup function.2393 #+name: bin2394 #+attr_latex: [htpb]2395 #+begin_listing clojure2396 #+begin_src clojure2397 (defn bin [digits]2398 (fn [angles]2399 (->> angles2400 (flatten)2401 (map (juxt #(Math/sin %) #(Math/cos %)))2402 (flatten)2403 (mapv #(Math/round (* % (Math/pow 10 (dec digits))))))))2405 (defn gen-phi-scan2406 "Nearest-neighbors with binning. Only returns a result if2407 the propriceptive data is within 10% of a previously recorded2408 result in all dimensions."2409 [phi-space]2410 (let [bin-keys (map bin [3 2 1])2411 bin-maps2412 (map (fn [bin-key]2413 (group-by2414 (comp bin-key :proprioception phi-space)2415 (range (count phi-space)))) bin-keys)2416 lookups (map (fn [bin-key bin-map]2417 (fn [proprio] (bin-map (bin-key proprio))))2418 bin-keys bin-maps)]2419 (fn lookup [proprio-data]2420 (set (some #(% proprio-data) lookups)))))2421 #+end_src2422 #+end_listing2424 #+caption: =longest-thread= finds the longest path of consecutive2425 #+caption: experiences to explain proprioceptive worm data.2426 #+name: phi-space-history-scan2427 #+ATTR_LaTeX: :width 10cm2428 [[./images/aurellem-gray.png]]2430 =longest-thread= infers sensory data by stitching together pieces2431 from previous experience. It prefers longer chains of previous2432 experience to shorter ones. For example, during training the worm2433 might rest on the ground for one second before it performs its2434 excercises. If during recognition the worm rests on the ground for2435 five seconds, =longest-thread= will accomodate this five second2436 rest period by looping the one second rest chain five times.2438 =longest-thread= takes time proportinal to the average number of2439 entries in a proprioceptive bin, because for each element in the2440 starting bin it performes a series of set lookups in the preceeding2441 bins. If the total history is limited, then this is only a constant2442 multiple times the number of entries in the starting bin. This2443 analysis also applies even if the action requires multiple longest2444 chains -- it's still the average number of entries in a2445 proprioceptive bin times the desired chain length. Because2446 =longest-thread= is so efficient and simple, I can interpret2447 worm-actions in real time.2449 #+caption: Program to calculate empathy by tracing though \Phi-space2450 #+caption: and finding the longest (ie. most coherent) interpretation2451 #+caption: of the data.2452 #+name: longest-thread2453 #+attr_latex: [htpb]2454 #+begin_listing clojure2455 #+begin_src clojure2456 (defn longest-thread2457 "Find the longest thread from phi-index-sets. The index sets should2458 be ordered from most recent to least recent."2459 [phi-index-sets]2460 (loop [result '()2461 [thread-bases & remaining :as phi-index-sets] phi-index-sets]2462 (if (empty? phi-index-sets)2463 (vec result)2464 (let [threads2465 (for [thread-base thread-bases]2466 (loop [thread (list thread-base)2467 remaining remaining]2468 (let [next-index (dec (first thread))]2469 (cond (empty? remaining) thread2470 (contains? (first remaining) next-index)2471 (recur2472 (cons next-index thread) (rest remaining))2473 :else thread))))2474 longest-thread2475 (reduce (fn [thread-a thread-b]2476 (if (> (count thread-a) (count thread-b))2477 thread-a thread-b))2478 '(nil)2479 threads)]2480 (recur (concat longest-thread result)2481 (drop (count longest-thread) phi-index-sets))))))2482 #+end_src2483 #+end_listing2485 There is one final piece, which is to replace missing sensory data2486 with a best-guess estimate. While I could fill in missing data by2487 using a gradient over the closest known sensory data points,2488 averages can be misleading. It is certainly possible to create an2489 impossible sensory state by averaging two possible sensory states.2490 Therefore, I simply replicate the most recent sensory experience to2491 fill in the gaps.2493 #+caption: Fill in blanks in sensory experience by replicating the most2494 #+caption: recent experience.2495 #+name: infer-nils2496 #+attr_latex: [htpb]2497 #+begin_listing clojure2498 #+begin_src clojure2499 (defn infer-nils2500 "Replace nils with the next available non-nil element in the2501 sequence, or barring that, 0."2502 [s]2503 (loop [i (dec (count s))2504 v (transient s)]2505 (if (zero? i) (persistent! v)2506 (if-let [cur (v i)]2507 (if (get v (dec i) 0)2508 (recur (dec i) v)2509 (recur (dec i) (assoc! v (dec i) cur)))2510 (recur i (assoc! v i 0))))))2511 #+end_src2512 #+end_listing2514 ** Efficient action recognition with =EMPATH=2516 To use =EMPATH= with the worm, I first need to gather a set of2517 experiences from the worm that includes the actions I want to2518 recognize. The =generate-phi-space= program (listing2519 \ref{generate-phi-space} runs the worm through a series of2520 exercices and gatheres those experiences into a vector. The2521 =do-all-the-things= program is a routine expressed in a simple2522 muscle contraction script language for automated worm control. It2523 causes the worm to rest, curl, and wiggle over about 700 frames2524 (approx. 11 seconds).2526 #+caption: Program to gather the worm's experiences into a vector for2527 #+caption: further processing. The =motor-control-program= line uses2528 #+caption: a motor control script that causes the worm to execute a series2529 #+caption: of ``exercices'' that include all the action predicates.2530 #+name: generate-phi-space2531 #+attr_latex: [htpb]2532 #+begin_listing clojure2533 #+begin_src clojure2534 (def do-all-the-things2535 (concat2536 curl-script2537 [[300 :d-ex 40]2538 [320 :d-ex 0]]2539 (shift-script 280 (take 16 wiggle-script))))2541 (defn generate-phi-space []2542 (let [experiences (atom [])]2543 (run-world2544 (apply-map2545 worm-world2546 (merge2547 (worm-world-defaults)2548 {:end-frame 7002549 :motor-control2550 (motor-control-program worm-muscle-labels do-all-the-things)2551 :experiences experiences})))2552 @experiences))2553 #+end_src2554 #+end_listing2556 #+caption: Use longest thread and a phi-space generated from a short2557 #+caption: exercise routine to interpret actions during free play.2558 #+name: empathy-debug2559 #+attr_latex: [htpb]2560 #+begin_listing clojure2561 #+begin_src clojure2562 (defn init []2563 (def phi-space (generate-phi-space))2564 (def phi-scan (gen-phi-scan phi-space)))2566 (defn empathy-demonstration []2567 (let [proprio (atom ())]2568 (fn2569 [experiences text]2570 (let [phi-indices (phi-scan (:proprioception (peek experiences)))]2571 (swap! proprio (partial cons phi-indices))2572 (let [exp-thread (longest-thread (take 300 @proprio))2573 empathy (mapv phi-space (infer-nils exp-thread))]2574 (println-repl (vector:last-n exp-thread 22))2575 (cond2576 (grand-circle? empathy) (.setText text "Grand Circle")2577 (curled? empathy) (.setText text "Curled")2578 (wiggling? empathy) (.setText text "Wiggling")2579 (resting? empathy) (.setText text "Resting")2580 :else (.setText text "Unknown")))))))2582 (defn empathy-experiment [record]2583 (.start (worm-world :experience-watch (debug-experience-phi)2584 :record record :worm worm*)))2585 #+end_src2586 #+end_listing2588 The result of running =empathy-experiment= is that the system is2589 generally able to interpret worm actions using the action-predicates2590 on simulated sensory data just as well as with actual data. Figure2591 \ref{empathy-debug-image} was generated using =empathy-experiment=:2593 #+caption: From only proprioceptive data, =EMPATH= was able to infer2594 #+caption: the complete sensory experience and classify four poses2595 #+caption: (The last panel shows a composite image of \emph{wriggling},2596 #+caption: a dynamic pose.)2597 #+name: empathy-debug-image2598 #+ATTR_LaTeX: :width 10cm :placement [H]2599 [[./images/empathy-1.png]]2601 One way to measure the performance of =EMPATH= is to compare the2602 sutiability of the imagined sense experience to trigger the same2603 action predicates as the real sensory experience.2605 #+caption: Determine how closely empathy approximates actual2606 #+caption: sensory data.2607 #+name: test-empathy-accuracy2608 #+attr_latex: [htpb]2609 #+begin_listing clojure2610 #+begin_src clojure2611 (def worm-action-label2612 (juxt grand-circle? curled? wiggling?))2614 (defn compare-empathy-with-baseline [matches]2615 (let [proprio (atom ())]2616 (fn2617 [experiences text]2618 (let [phi-indices (phi-scan (:proprioception (peek experiences)))]2619 (swap! proprio (partial cons phi-indices))2620 (let [exp-thread (longest-thread (take 300 @proprio))2621 empathy (mapv phi-space (infer-nils exp-thread))2622 experience-matches-empathy2623 (= (worm-action-label experiences)2624 (worm-action-label empathy))]2625 (println-repl experience-matches-empathy)2626 (swap! matches #(conj % experience-matches-empathy)))))))2628 (defn accuracy [v]2629 (float (/ (count (filter true? v)) (count v))))2631 (defn test-empathy-accuracy []2632 (let [res (atom [])]2633 (run-world2634 (worm-world :experience-watch2635 (compare-empathy-with-baseline res)2636 :worm worm*))2637 (accuracy @res)))2638 #+end_src2639 #+end_listing2641 Running =test-empathy-accuracy= using the very short exercise2642 program defined in listing \ref{generate-phi-space}, and then doing2643 a similar pattern of activity manually yeilds an accuracy of around2644 73%. This is based on very limited worm experience. By training the2645 worm for longer, the accuracy dramatically improves.2647 #+caption: Program to generate \Phi-space using manual training.2648 #+name: manual-phi-space2649 #+attr_latex: [htpb]2650 #+begin_listing clojure2651 #+begin_src clojure2652 (defn init-interactive []2653 (def phi-space2654 (let [experiences (atom [])]2655 (run-world2656 (apply-map2657 worm-world2658 (merge2659 (worm-world-defaults)2660 {:experiences experiences})))2661 @experiences))2662 (def phi-scan (gen-phi-scan phi-space)))2663 #+end_src2664 #+end_listing2666 After about 1 minute of manual training, I was able to achieve 95%2667 accuracy on manual testing of the worm using =init-interactive= and2668 =test-empathy-accuracy=. The majority of errors are near the2669 boundaries of transitioning from one type of action to another.2670 During these transitions the exact label for the action is more open2671 to interpretation, and dissaggrement between empathy and experience2672 is more excusable.2674 ** Digression: bootstrapping touch using free exploration2676 In the previous section I showed how to compute actions in terms of2677 body-centered predicates which relied averate touch activation of2678 pre-defined regions of the worm's skin. What if, instead of recieving2679 touch pre-grouped into the six faces of each worm segment, the true2680 topology of the worm's skin was unknown? This is more similiar to how2681 a nerve fiber bundle might be arranged. While two fibers that are2682 close in a nerve bundle /might/ correspond to two touch sensors that2683 are close together on the skin, the process of taking a complicated2684 surface and forcing it into essentially a circle requires some cuts2685 and rerragenments.2687 In this section I show how to automatically learn the skin-topology of2688 a worm segment by free exploration. As the worm rolls around on the2689 floor, large sections of its surface get activated. If the worm has2690 stopped moving, then whatever region of skin that is touching the2691 floor is probably an important region, and should be recorded.2693 #+caption: Program to detect whether the worm is in a resting state2694 #+caption: with one face touching the floor.2695 #+name: pure-touch2696 #+begin_listing clojure2697 #+begin_src clojure2698 (def full-contact [(float 0.0) (float 0.1)])2700 (defn pure-touch?2701 "This is worm specific code to determine if a large region of touch2702 sensors is either all on or all off."2703 [[coords touch :as touch-data]]2704 (= (set (map first touch)) (set full-contact)))2705 #+end_src2706 #+end_listing2708 After collecting these important regions, there will many nearly2709 similiar touch regions. While for some purposes the subtle2710 differences between these regions will be important, for my2711 purposes I colapse them into mostly non-overlapping sets using2712 =remove-similiar= in listing \ref{remove-similiar}2714 #+caption: Program to take a lits of set of points and ``collapse them''2715 #+caption: so that the remaining sets in the list are siginificantly2716 #+caption: different from each other. Prefer smaller sets to larger ones.2717 #+name: remove-similiar2718 #+begin_listing clojure2719 #+begin_src clojure2720 (defn remove-similar2721 [coll]2722 (loop [result () coll (sort-by (comp - count) coll)]2723 (if (empty? coll) result2724 (let [[x & xs] coll2725 c (count x)]2726 (if (some2727 (fn [other-set]2728 (let [oc (count other-set)]2729 (< (- (count (union other-set x)) c) (* oc 0.1))))2730 xs)2731 (recur result xs)2732 (recur (cons x result) xs))))))2733 #+end_src2734 #+end_listing2736 Actually running this simulation is easy given =CORTEX='s facilities.2738 #+caption: Collect experiences while the worm moves around. Filter the touch2739 #+caption: sensations by stable ones, collapse similiar ones together,2740 #+caption: and report the regions learned.2741 #+name: learn-touch2742 #+begin_listing clojure2743 #+begin_src clojure2744 (defn learn-touch-regions []2745 (let [experiences (atom [])2746 world (apply-map2747 worm-world2748 (assoc (worm-segment-defaults)2749 :experiences experiences))]2750 (run-world world)2751 (->>2752 @experiences2753 (drop 175)2754 ;; access the single segment's touch data2755 (map (comp first :touch))2756 ;; only deal with "pure" touch data to determine surfaces2757 (filter pure-touch?)2758 ;; associate coordinates with touch values2759 (map (partial apply zipmap))2760 ;; select those regions where contact is being made2761 (map (partial group-by second))2762 (map #(get % full-contact))2763 (map (partial map first))2764 ;; remove redundant/subset regions2765 (map set)2766 remove-similar)))2768 (defn learn-and-view-touch-regions []2769 (map view-touch-region2770 (learn-touch-regions)))2771 #+end_src2772 #+end_listing2774 The only thing remining to define is the particular motion the worm2775 must take. I accomplish this with a simple motor control program.2777 #+caption: Motor control program for making the worm roll on the ground.2778 #+caption: This could also be replaced with random motion.2779 #+name: worm-roll2780 #+begin_listing clojure2781 #+begin_src clojure2782 (defn touch-kinesthetics []2783 [[170 :lift-1 40]2784 [190 :lift-1 19]2785 [206 :lift-1 0]2787 [400 :lift-2 40]2788 [410 :lift-2 0]2790 [570 :lift-2 40]2791 [590 :lift-2 21]2792 [606 :lift-2 0]2794 [800 :lift-1 30]2795 [809 :lift-1 0]2797 [900 :roll-2 40]2798 [905 :roll-2 20]2799 [910 :roll-2 0]2801 [1000 :roll-2 40]2802 [1005 :roll-2 20]2803 [1010 :roll-2 0]2805 [1100 :roll-2 40]2806 [1105 :roll-2 20]2807 [1110 :roll-2 0]2808 ])2809 #+end_src2810 #+end_listing2813 #+caption: The small worm rolls around on the floor, driven2814 #+caption: by the motor control program in listing \ref{worm-roll}.2815 #+name: worm-roll2816 #+ATTR_LaTeX: :width 12cm2817 [[./images/worm-roll.png]]2820 #+caption: After completing its adventures, the worm now knows2821 #+caption: how its touch sensors are arranged along its skin. These2822 #+caption: are the regions that were deemed important by2823 #+caption: =learn-touch-regions=. Note that the worm has discovered2824 #+caption: that it has six sides.2825 #+name: worm-touch-map2826 #+ATTR_LaTeX: :width 12cm2827 [[./images/touch-learn.png]]2829 While simple, =learn-touch-regions= exploits regularities in both2830 the worm's physiology and the worm's environment to correctly2831 deduce that the worm has six sides. Note that =learn-touch-regions=2832 would work just as well even if the worm's touch sense data were2833 completely scrambled. The cross shape is just for convienence. This2834 example justifies the use of pre-defined touch regions in =EMPATH=.2836 * COMMENT Contributions2838 In this thesis you have seen the =CORTEX= system, a complete2839 environment for creating simulated creatures. You have seen how to2840 implement five senses including touch, proprioception, hearing,2841 vision, and muscle tension. You have seen how to create new creatues2842 using blender, a 3D modeling tool. I hope that =CORTEX= will be2843 useful in further research projects. To this end I have included the2844 full source to =CORTEX= along with a large suite of tests and2845 examples. I have also created a user guide for =CORTEX= which is2846 inculded in an appendix to this thesis.2848 You have also seen how I used =CORTEX= as a platform to attach the2849 /action recognition/ problem, which is the problem of recognizing2850 actions in video. You saw a simple system called =EMPATH= which2851 ientifies actions by first describing actions in a body-centerd,2852 rich sense language, then infering a full range of sensory2853 experience from limited data using previous experience gained from2854 free play.2856 As a minor digression, you also saw how I used =CORTEX= to enable a2857 tiny worm to discover the topology of its skin simply by rolling on2858 the ground.2860 In conclusion, the main contributions of this thesis are:2862 - =CORTEX=, a system for creating simulated creatures with rich2863 senses.2864 - =EMPATH=, a program for recognizing actions by imagining sensory2865 experience.2867 # An anatomical joke:2868 # - Training2869 # - Skeletal imitation2870 # - Sensory fleshing-out2871 # - Classification