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author | Robert McIntyre <rlm@mit.edu> |
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date | Mon, 31 Mar 2014 00:18:26 -0400 |
parents | ced955c3c84f |
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1 #+title: =CORTEX=2 #+author: Robert McIntyre3 #+email: rlm@mit.edu4 #+description: Using embodied AI to facilitate Artificial Imagination.5 #+keywords: AI, clojure, embodiment6 #+LaTeX_CLASS_OPTIONS: [nofloat]8 * COMMENT templates9 #+caption:10 #+caption:11 #+caption:12 #+caption:13 #+name: name14 #+begin_listing clojure15 #+BEGIN_SRC clojure16 #+END_SRC17 #+end_listing19 #+caption:20 #+caption:21 #+caption:22 #+name: name23 #+ATTR_LaTeX: :width 10cm24 [[./images/aurellem-gray.png]]26 #+caption:27 #+caption:28 #+caption:29 #+caption:30 #+name: name31 #+begin_listing clojure32 #+BEGIN_SRC clojure33 #+END_SRC34 #+end_listing36 #+caption:37 #+caption:38 #+caption:39 #+name: name40 #+ATTR_LaTeX: :width 10cm41 [[./images/aurellem-gray.png]]44 * Empathy \& Embodiment: problem solving strategies46 By the end of this thesis, you will have seen a novel approach to47 interpreting video using embodiment and empathy. You will have also48 seen one way to efficiently implement empathy for embodied49 creatures. Finally, you will become familiar with =CORTEX=, a system50 for designing and simulating creatures with rich senses, which you51 may choose to use in your own research.53 This is the core vision of my thesis: That one of the important ways54 in which we understand others is by imagining ourselves in their55 position and emphatically feeling experiences relative to our own56 bodies. By understanding events in terms of our own previous57 corporeal experience, we greatly constrain the possibilities of what58 would otherwise be an unwieldy exponential search. This extra59 constraint can be the difference between easily understanding what60 is happening in a video and being completely lost in a sea of61 incomprehensible color and movement.63 ** The problem: recognizing actions in video is hard!65 Examine the following image. What is happening? As you, and indeed66 very young children, can easily determine, this is an image of67 drinking.69 #+caption: A cat drinking some water. Identifying this action is70 #+caption: beyond the capabilities of existing computer vision systems.71 #+ATTR_LaTeX: :width 7cm72 [[./images/cat-drinking.jpg]]74 Nevertheless, it is beyond the state of the art for a computer75 vision program to describe what's happening in this image. Part of76 the problem is that many computer vision systems focus on77 pixel-level details or comparisons to example images (such as78 \cite{volume-action-recognition}), but the 3D world is so variable79 that it is hard to describe the world in terms of possible images.81 In fact, the contents of scene may have much less to do with pixel82 probabilities than with recognizing various affordances: things you83 can move, objects you can grasp, spaces that can be filled . For84 example, what processes might enable you to see the chair in figure85 \ref{hidden-chair}?87 #+caption: The chair in this image is quite obvious to humans, but I88 #+caption: doubt that any modern computer vision program can find it.89 #+name: hidden-chair90 #+ATTR_LaTeX: :width 10cm91 [[./images/fat-person-sitting-at-desk.jpg]]93 Finally, how is it that you can easily tell the difference between94 how the girls /muscles/ are working in figure \ref{girl}?96 #+caption: The mysterious ``common sense'' appears here as you are able97 #+caption: to discern the difference in how the girl's arm muscles98 #+caption: are activated between the two images.99 #+name: girl100 #+ATTR_LaTeX: :width 7cm101 [[./images/wall-push.png]]103 Each of these examples tells us something about what might be going104 on in our minds as we easily solve these recognition problems:106 The hidden chair shows us that we are strongly triggered by cues107 relating to the position of human bodies, and that we can determine108 the overall physical configuration of a human body even if much of109 that body is occluded.111 The picture of the girl pushing against the wall tells us that we112 have common sense knowledge about the kinetics of our own bodies.113 We know well how our muscles would have to work to maintain us in114 most positions, and we can easily project this self-knowledge to115 imagined positions triggered by images of the human body.117 The cat tells us that imagination of some kind plays an important118 role in understanding actions. The question is: Can we be more119 precise about what sort of imagination is required to understand120 these actions?122 ** A step forward: the sensorimotor-centered approach124 In this thesis, I explore the idea that our knowledge of our own125 bodies, combined with our own rich senses, enables us to recognize126 the actions of others.128 For example, I think humans are able to label the cat video as129 ``drinking'' because they imagine /themselves/ as the cat, and130 imagine putting their face up against a stream of water and131 sticking out their tongue. In that imagined world, they can feel132 the cool water hitting their tongue, and feel the water entering133 their body, and are able to recognize that /feeling/ as drinking.134 So, the label of the action is not really in the pixels of the135 image, but is found clearly in a simulation inspired by those136 pixels. An imaginative system, having been trained on drinking and137 non-drinking examples and learning that the most important138 component of drinking is the feeling of water sliding down one's139 throat, would analyze a video of a cat drinking in the following140 manner:142 1. Create a physical model of the video by putting a ``fuzzy''143 model of its own body in place of the cat. Possibly also create144 a simulation of the stream of water.146 2. ``Play out'' this simulated scene and generate imagined sensory147 experience. This will include relevant muscle contractions, a148 close up view of the stream from the cat's perspective, and most149 importantly, the imagined feeling of water entering the mouth.150 The imagined sensory experience can come from a simulation of151 the event, but can also be pattern-matched from previous,152 similar embodied experience.154 3. The action is now easily identified as drinking by the sense of155 taste alone. The other senses (such as the tongue moving in and156 out) help to give plausibility to the simulated action. Note that157 the sense of vision, while critical in creating the simulation,158 is not critical for identifying the action from the simulation.160 For the chair examples, the process is even easier:162 1. Align a model of your body to the person in the image.164 2. Generate proprioceptive sensory data from this alignment.166 3. Use the imagined proprioceptive data as a key to lookup related167 sensory experience associated with that particular proprioceptive168 feeling.170 4. Retrieve the feeling of your bottom resting on a surface, your171 knees bent, and your leg muscles relaxed.173 5. This sensory information is consistent with your =sitting?=174 sensory predicate, so you (and the entity in the image) must be175 sitting.177 6. There must be a chair-like object since you are sitting.179 Empathy offers yet another alternative to the age-old AI180 representation question: ``What is a chair?'' --- A chair is the181 feeling of sitting!183 One powerful advantage of empathic problem solving is that it184 factors the action recognition problem into two easier problems. To185 use empathy, you need an /aligner/, which takes the video and a186 model of your body, and aligns the model with the video. Then, you187 need a /recognizer/, which uses the aligned model to interpret the188 action. The power in this method lies in the fact that you describe189 all actions form a body-centered viewpoint. You are less tied to190 the particulars of any visual representation of the actions. If you191 teach the system what ``running'' is, and you have a good enough192 aligner, the system will from then on be able to recognize running193 from any point of view, even strange points of view like above or194 underneath the runner. This is in contrast to action recognition195 schemes that try to identify actions using a non-embodied approach.196 If these systems learn about running as viewed from the side, they197 will not automatically be able to recognize running from any other198 viewpoint.200 Another powerful advantage is that using the language of multiple201 body-centered rich senses to describe body-centered actions offers a202 massive boost in descriptive capability. Consider how difficult it203 would be to compose a set of HOG filters to describe the action of204 a simple worm-creature ``curling'' so that its head touches its205 tail, and then behold the simplicity of describing thus action in a206 language designed for the task (listing \ref{grand-circle-intro}):208 #+caption: Body-centered actions are best expressed in a body-centered209 #+caption: language. This code detects when the worm has curled into a210 #+caption: full circle. Imagine how you would replicate this functionality211 #+caption: using low-level pixel features such as HOG filters!212 #+name: grand-circle-intro213 #+begin_listing clojure214 #+begin_src clojure215 (defn grand-circle?216 "Does the worm form a majestic circle (one end touching the other)?"217 [experiences]218 (and (curled? experiences)219 (let [worm-touch (:touch (peek experiences))220 tail-touch (worm-touch 0)221 head-touch (worm-touch 4)]222 (and (< 0.2 (contact worm-segment-bottom-tip tail-touch))223 (< 0.2 (contact worm-segment-top-tip head-touch))))))224 #+end_src225 #+end_listing227 ** =EMPATH= recognizes actions using empathy229 Exploring these ideas further demands a concrete implementation, so230 first, I built a system for constructing virtual creatures with231 physiologically plausible sensorimotor systems and detailed232 environments. The result is =CORTEX=, which is described in section233 \ref{sec-2}.235 Next, I wrote routines which enabled a simple worm-like creature to236 infer the actions of a second worm-like creature, using only its237 own prior sensorimotor experiences and knowledge of the second238 worm's joint positions. This program, =EMPATH=, is described in239 section \ref{sec-3}. It's main components are:241 - Embodied Action Definitions :: Many otherwise complicated actions242 are easily described in the language of a full suite of243 body-centered, rich senses and experiences. For example,244 drinking is the feeling of water sliding down your throat, and245 cooling your insides. It's often accompanied by bringing your246 hand close to your face, or bringing your face close to water.247 Sitting down is the feeling of bending your knees, activating248 your quadriceps, then feeling a surface with your bottom and249 relaxing your legs. These body-centered action descriptions250 can be either learned or hard coded.252 - Guided Play :: The creature moves around and experiences the253 world through its unique perspective. As the creature moves,254 it gathers experiences that satisfy the embodied action255 definitions.257 - Posture imitation :: When trying to interpret a video or image,258 the creature takes a model of itself and aligns it with259 whatever it sees. This alignment might even cross species, as260 when humans try to align themselves with things like ponies,261 dogs, or other humans with a different body type.263 - Empathy :: The alignment triggers associations with264 sensory data from prior experiences. For example, the265 alignment itself easily maps to proprioceptive data. Any266 sounds or obvious skin contact in the video can to a lesser267 extent trigger previous experience keyed to hearing or touch.268 Segments of previous experiences gained from play are stitched269 together to form a coherent and complete sensory portrait of270 the scene.272 - Recognition :: With the scene described in terms of273 remembered first person sensory events, the creature can now274 run its action-identified programs (such as the one in listing275 \ref{grand-circle-intro} on this synthesized sensory data,276 just as it would if it were actually experiencing the scene277 first-hand. If previous experience has been accurately278 retrieved, and if it is analogous enough to the scene, then279 the creature will correctly identify the action in the scene.281 My program, =EMPATH= uses this empathic problem solving technique282 to interpret the actions of a simple, worm-like creature.284 #+caption: The worm performs many actions during free play such as285 #+caption: curling, wiggling, and resting.286 #+name: worm-intro287 #+ATTR_LaTeX: :width 15cm288 [[./images/worm-intro-white.png]]290 #+caption: =EMPATH= recognized and classified each of these291 #+caption: poses by inferring the complete sensory experience292 #+caption: from proprioceptive data.293 #+name: worm-recognition-intro294 #+ATTR_LaTeX: :width 15cm295 [[./images/worm-poses.png]]297 *** Main Results299 - After one-shot supervised training, =EMPATH= was able recognize a300 wide variety of static poses and dynamic actions---ranging from301 curling in a circle to wiggling with a particular frequency ---302 with 95\% accuracy.304 - These results were completely independent of viewing angle305 because the underlying body-centered language fundamentally is306 independent; once an action is learned, it can be recognized307 equally well from any viewing angle.309 - =EMPATH= is surprisingly short; the sensorimotor-centered310 language provided by =CORTEX= resulted in extremely economical311 recognition routines --- about 500 lines in all --- suggesting312 that such representations are very powerful, and often313 indispensable for the types of recognition tasks considered here.315 - Although for expediency's sake, I relied on direct knowledge of316 joint positions in this proof of concept, it would be317 straightforward to extend =EMPATH= so that it (more318 realistically) infers joint positions from its visual data.320 ** =EMPATH= is built on =CORTEX=, a creature builder.322 I built =CORTEX= to be a general AI research platform for doing323 experiments involving multiple rich senses and a wide variety and324 number of creatures. I intend it to be useful as a library for many325 more projects than just this thesis. =CORTEX= was necessary to meet326 a need among AI researchers at CSAIL and beyond, which is that327 people often will invent neat ideas that are best expressed in the328 language of creatures and senses, but in order to explore those329 ideas they must first build a platform in which they can create330 simulated creatures with rich senses! There are many ideas that331 would be simple to execute (such as =EMPATH= or332 \cite{larson-symbols}), but attached to them is the multi-month333 effort to make a good creature simulator. Often, that initial334 investment of time proves to be too much, and the project must make335 do with a lesser environment.337 =CORTEX= is well suited as an environment for embodied AI research338 for three reasons:340 - You can create new creatures using Blender (\cite{blender}), a341 popular 3D modeling program. Each sense can be specified using342 special blender nodes with biologically inspired parameters. You343 need not write any code to create a creature, and can use a wide344 library of pre-existing blender models as a base for your own345 creatures.347 - =CORTEX= implements a wide variety of senses: touch,348 proprioception, vision, hearing, and muscle tension. Complicated349 senses like touch, and vision involve multiple sensory elements350 embedded in a 2D surface. You have complete control over the351 distribution of these sensor elements through the use of simple352 png image files. In particular, =CORTEX= implements more353 comprehensive hearing than any other creature simulation system354 available.356 - =CORTEX= supports any number of creatures and any number of357 senses. Time in =CORTEX= dilates so that the simulated creatures358 always perceive a perfectly smooth flow of time, regardless of359 the actual computational load.361 =CORTEX= is built on top of =jMonkeyEngine3=362 (\cite{jmonkeyengine}), which is a video game engine designed to363 create cross-platform 3D desktop games. =CORTEX= is mainly written364 in clojure, a dialect of =LISP= that runs on the java virtual365 machine (JVM). The API for creating and simulating creatures and366 senses is entirely expressed in clojure, though many senses are367 implemented at the layer of jMonkeyEngine or below. For example,368 for the sense of hearing I use a layer of clojure code on top of a369 layer of java JNI bindings that drive a layer of =C++= code which370 implements a modified version of =OpenAL= to support multiple371 listeners. =CORTEX= is the only simulation environment that I know372 of that can support multiple entities that can each hear the world373 from their own perspective. Other senses also require a small layer374 of Java code. =CORTEX= also uses =bullet=, a physics simulator375 written in =C=.377 #+caption: Here is the worm from figure \ref{worm-intro} modeled378 #+caption: in Blender, a free 3D-modeling program. Senses and379 #+caption: joints are described using special nodes in Blender.380 #+name: worm-recognition-intro381 #+ATTR_LaTeX: :width 12cm382 [[./images/blender-worm.png]]384 Here are some thing I anticipate that =CORTEX= might be used for:386 - exploring new ideas about sensory integration387 - distributed communication among swarm creatures388 - self-learning using free exploration,389 - evolutionary algorithms involving creature construction390 - exploration of exotic senses and effectors that are not possible391 in the real world (such as telekinesis or a semantic sense)392 - imagination using subworlds394 During one test with =CORTEX=, I created 3,000 creatures each with395 their own independent senses and ran them all at only 1/80 real396 time. In another test, I created a detailed model of my own hand,397 equipped with a realistic distribution of touch (more sensitive at398 the fingertips), as well as eyes and ears, and it ran at around 1/4399 real time.401 #+BEGIN_LaTeX402 \begin{sidewaysfigure}403 \includegraphics[width=9.5in]{images/full-hand.png}404 \caption{405 I modeled my own right hand in Blender and rigged it with all the406 senses that {\tt CORTEX} supports. My simulated hand has a407 biologically inspired distribution of touch sensors. The senses are408 displayed on the right, and the simulation is displayed on the409 left. Notice that my hand is curling its fingers, that it can see410 its own finger from the eye in its palm, and that it can feel its411 own thumb touching its palm.}412 \end{sidewaysfigure}413 #+END_LaTeX415 * Designing =CORTEX=417 In this section, I outline the design decisions that went into418 making =CORTEX=, along with some details about its implementation.419 (A practical guide to getting started with =CORTEX=, which skips420 over the history and implementation details presented here, is421 provided in an appendix at the end of this thesis.)423 Throughout this project, I intended for =CORTEX= to be flexible and424 extensible enough to be useful for other researchers who want to425 test out ideas of their own. To this end, wherever I have had to make426 architectural choices about =CORTEX=, I have chosen to give as much427 freedom to the user as possible, so that =CORTEX= may be used for428 things I have not foreseen.430 ** Building in simulation versus reality431 The most important architectural decision of all is the choice to432 use a computer-simulated environment in the first place! The world433 is a vast and rich place, and for now simulations are a very poor434 reflection of its complexity. It may be that there is a significant435 qualitative difference between dealing with senses in the real436 world and dealing with pale facsimiles of them in a simulation437 \cite{brooks-representation}. What are the advantages and438 disadvantages of a simulation vs. reality?440 *** Simulation442 The advantages of virtual reality are that when everything is a443 simulation, experiments in that simulation are absolutely444 reproducible. It's also easier to change the character and world445 to explore new situations and different sensory combinations.447 If the world is to be simulated on a computer, then not only do448 you have to worry about whether the character's senses are rich449 enough to learn from the world, but whether the world itself is450 rendered with enough detail and realism to give enough working451 material to the character's senses. To name just a few452 difficulties facing modern physics simulators: destructibility of453 the environment, simulation of water/other fluids, large areas,454 nonrigid bodies, lots of objects, smoke. I don't know of any455 computer simulation that would allow a character to take a rock456 and grind it into fine dust, then use that dust to make a clay457 sculpture, at least not without spending years calculating the458 interactions of every single small grain of dust. Maybe a459 simulated world with today's limitations doesn't provide enough460 richness for real intelligence to evolve.462 *** Reality464 The other approach for playing with senses is to hook your465 software up to real cameras, microphones, robots, etc., and let it466 loose in the real world. This has the advantage of eliminating467 concerns about simulating the world at the expense of increasing468 the complexity of implementing the senses. Instead of just469 grabbing the current rendered frame for processing, you have to470 use an actual camera with real lenses and interact with photons to471 get an image. It is much harder to change the character, which is472 now partly a physical robot of some sort, since doing so involves473 changing things around in the real world instead of modifying474 lines of code. While the real world is very rich and definitely475 provides enough stimulation for intelligence to develop as476 evidenced by our own existence, it is also uncontrollable in the477 sense that a particular situation cannot be recreated perfectly or478 saved for later use. It is harder to conduct science because it is479 harder to repeat an experiment. The worst thing about using the480 real world instead of a simulation is the matter of time. Instead481 of simulated time you get the constant and unstoppable flow of482 real time. This severely limits the sorts of software you can use483 to program the AI because all sense inputs must be handled in real484 time. Complicated ideas may have to be implemented in hardware or485 may simply be impossible given the current speed of our486 processors. Contrast this with a simulation, in which the flow of487 time in the simulated world can be slowed down to accommodate the488 limitations of the character's programming. In terms of cost,489 doing everything in software is far cheaper than building custom490 real-time hardware. All you need is a laptop and some patience.492 ** Simulated time enables rapid prototyping \& simple programs494 I envision =CORTEX= being used to support rapid prototyping and495 iteration of ideas. Even if I could put together a well constructed496 kit for creating robots, it would still not be enough because of497 the scourge of real-time processing. Anyone who wants to test their498 ideas in the real world must always worry about getting their499 algorithms to run fast enough to process information in real time.500 The need for real time processing only increases if multiple senses501 are involved. In the extreme case, even simple algorithms will have502 to be accelerated by ASIC chips or FPGAs, turning what would503 otherwise be a few lines of code and a 10x speed penalty into a504 multi-month ordeal. For this reason, =CORTEX= supports505 /time-dilation/, which scales back the framerate of the506 simulation in proportion to the amount of processing each frame.507 From the perspective of the creatures inside the simulation, time508 always appears to flow at a constant rate, regardless of how509 complicated the environment becomes or how many creatures are in510 the simulation. The cost is that =CORTEX= can sometimes run slower511 than real time. This can also be an advantage, however ---512 simulations of very simple creatures in =CORTEX= generally run at513 40x on my machine!515 ** All sense organs are two-dimensional surfaces517 If =CORTEX= is to support a wide variety of senses, it would help518 to have a better understanding of what a ``sense'' actually is!519 While vision, touch, and hearing all seem like they are quite520 different things, I was surprised to learn during the course of521 this thesis that they (and all physical senses) can be expressed as522 exactly the same mathematical object due to a dimensional argument!524 Human beings are three-dimensional objects, and the nerves that525 transmit data from our various sense organs to our brain are526 essentially one-dimensional. This leaves up to two dimensions in527 which our sensory information may flow. For example, imagine your528 skin: it is a two-dimensional surface around a three-dimensional529 object (your body). It has discrete touch sensors embedded at530 various points, and the density of these sensors corresponds to the531 sensitivity of that region of skin. Each touch sensor connects to a532 nerve, all of which eventually are bundled together as they travel533 up the spinal cord to the brain. Intersect the spinal nerves with a534 guillotining plane and you will see all of the sensory data of the535 skin revealed in a roughly circular two-dimensional image which is536 the cross section of the spinal cord. Points on this image that are537 close together in this circle represent touch sensors that are538 /probably/ close together on the skin, although there is of course539 some cutting and rearrangement that has to be done to transfer the540 complicated surface of the skin onto a two dimensional image.542 Most human senses consist of many discrete sensors of various543 properties distributed along a surface at various densities. For544 skin, it is Pacinian corpuscles, Meissner's corpuscles, Merkel's545 disks, and Ruffini's endings (\cite{9.01-textbook), which detect546 pressure and vibration of various intensities. For ears, it is the547 stereocilia distributed along the basilar membrane inside the548 cochlea; each one is sensitive to a slightly different frequency of549 sound. For eyes, it is rods and cones distributed along the surface550 of the retina. In each case, we can describe the sense with a551 surface and a distribution of sensors along that surface.553 The neat idea is that every human sense can be effectively554 described in terms of a surface containing embedded sensors. If the555 sense had any more dimensions, then there wouldn't be enough room556 in the spinal chord to transmit the information!558 Therefore, =CORTEX= must support the ability to create objects and559 then be able to ``paint'' points along their surfaces to describe560 each sense.562 Fortunately this idea is already a well known computer graphics563 technique called called /UV-mapping/. The three-dimensional surface564 of a model is cut and smooshed until it fits on a two-dimensional565 image. You paint whatever you want on that image, and when the566 three-dimensional shape is rendered in a game the smooshing and567 cutting is reversed and the image appears on the three-dimensional568 object.570 To make a sense, interpret the UV-image as describing the571 distribution of that senses sensors. To get different types of572 sensors, you can either use a different color for each type of573 sensor, or use multiple UV-maps, each labeled with that sensor574 type. I generally use a white pixel to mean the presence of a575 sensor and a black pixel to mean the absence of a sensor, and use576 one UV-map for each sensor-type within a given sense.578 #+CAPTION: The UV-map for an elongated icososphere. The white579 #+caption: dots each represent a touch sensor. They are dense580 #+caption: in the regions that describe the tip of the finger,581 #+caption: and less dense along the dorsal side of the finger582 #+caption: opposite the tip.583 #+name: finger-UV584 #+ATTR_latex: :width 10cm585 [[./images/finger-UV.png]]587 #+caption: Ventral side of the UV-mapped finger. Notice the588 #+caption: density of touch sensors at the tip.589 #+name: finger-side-view590 #+ATTR_LaTeX: :width 10cm591 [[./images/finger-1.png]]593 ** Video game engines provide ready-made physics and shading595 I did not need to write my own physics simulation code or shader to596 build =CORTEX=. Doing so would lead to a system that is impossible597 for anyone but myself to use anyway. Instead, I use a video game598 engine as a base and modify it to accommodate the additional needs599 of =CORTEX=. Video game engines are an ideal starting point to600 build =CORTEX=, because they are not far from being creature601 building systems themselves.603 First off, general purpose video game engines come with a physics604 engine and lighting / sound system. The physics system provides605 tools that can be co-opted to serve as touch, proprioception, and606 muscles. Since some games support split screen views, a good video607 game engine will allow you to efficiently create multiple cameras608 in the simulated world that can be used as eyes. Video game systems609 offer integrated asset management for things like textures and610 creatures models, providing an avenue for defining creatures. They611 also understand UV-mapping, since this technique is used to apply a612 texture to a model. Finally, because video game engines support a613 large number of users, as long as =CORTEX= doesn't stray too far614 from the base system, other researchers can turn to this community615 for help when doing their research.617 ** =CORTEX= is based on jMonkeyEngine3619 While preparing to build =CORTEX= I studied several video game620 engines to see which would best serve as a base. The top contenders621 were:623 - [[http://www.idsoftware.com][Quake II]]/[[http://www.bytonic.de/html/jake2.html][Jake2]] :: The Quake II engine was designed by ID624 software in 1997. All the source code was released by ID625 software into the Public Domain several years ago, and as a626 result it has been ported to many different languages. This627 engine was famous for its advanced use of realistic shading628 and had decent and fast physics simulation. The main advantage629 of the Quake II engine is its simplicity, but I ultimately630 rejected it because the engine is too tied to the concept of a631 first-person shooter game. One of the problems I had was that632 there does not seem to be any easy way to attach multiple633 cameras to a single character. There are also several physics634 clipping issues that are corrected in a way that only applies635 to the main character and do not apply to arbitrary objects.637 - [[http://source.valvesoftware.com/][Source Engine]] :: The Source Engine evolved from the Quake II638 and Quake I engines and is used by Valve in the Half-Life639 series of games. The physics simulation in the Source Engine640 is quite accurate and probably the best out of all the engines641 I investigated. There is also an extensive community actively642 working with the engine. However, applications that use the643 Source Engine must be written in C++, the code is not open, it644 only runs on Windows, and the tools that come with the SDK to645 handle models and textures are complicated and awkward to use.647 - [[http://jmonkeyengine.com/][jMonkeyEngine3]] :: jMonkeyEngine3 is a new library for creating648 games in Java. It uses OpenGL to render to the screen and uses649 screengraphs to avoid drawing things that do not appear on the650 screen. It has an active community and several games in the651 pipeline. The engine was not built to serve any particular652 game but is instead meant to be used for any 3D game.654 I chose jMonkeyEngine3 because it because it had the most features655 out of all the free projects I looked at, and because I could then656 write my code in clojure, an implementation of =LISP= that runs on657 the JVM.659 ** =CORTEX= uses Blender to create creature models661 For the simple worm-like creatures I will use later on in this662 thesis, I could define a simple API in =CORTEX= that would allow663 one to create boxes, spheres, etc., and leave that API as the sole664 way to create creatures. However, for =CORTEX= to truly be useful665 for other projects, it needs a way to construct complicated666 creatures. If possible, it would be nice to leverage work that has667 already been done by the community of 3D modelers, or at least668 enable people who are talented at modeling but not programming to669 design =CORTEX= creatures.671 Therefore, I use Blender, a free 3D modeling program, as the main672 way to create creatures in =CORTEX=. However, the creatures modeled673 in Blender must also be simple to simulate in jMonkeyEngine3's game674 engine, and must also be easy to rig with =CORTEX='s senses. I675 accomplish this with extensive use of Blender's ``empty nodes.''677 Empty nodes have no mass, physical presence, or appearance, but678 they can hold metadata and have names. I use a tree structure of679 empty nodes to specify senses in the following manner:681 - Create a single top-level empty node whose name is the name of682 the sense.683 - Add empty nodes which each contain meta-data relevant to the684 sense, including a UV-map describing the number/distribution of685 sensors if applicable.686 - Make each empty-node the child of the top-level node.688 #+caption: An example of annotating a creature model with empty689 #+caption: nodes to describe the layout of senses. There are690 #+caption: multiple empty nodes which each describe the position691 #+caption: of muscles, ears, eyes, or joints.692 #+name: sense-nodes693 #+ATTR_LaTeX: :width 10cm694 [[./images/empty-sense-nodes.png]]696 ** Bodies are composed of segments connected by joints698 Blender is a general purpose animation tool, which has been used in699 the past to create high quality movies such as Sintel700 \cite{blender}. Though Blender can model and render even complicated701 things like water, it is crucial to keep models that are meant to702 be simulated as creatures simple. =Bullet=, which =CORTEX= uses703 though jMonkeyEngine3, is a rigid-body physics system. This offers704 a compromise between the expressiveness of a game level and the705 speed at which it can be simulated, and it means that creatures706 should be naturally expressed as rigid components held together by707 joint constraints.709 But humans are more like a squishy bag wrapped around some hard710 bones which define the overall shape. When we move, our skin bends711 and stretches to accommodate the new positions of our bones.713 One way to make bodies composed of rigid pieces connected by joints714 /seem/ more human-like is to use an /armature/, (or /rigging/)715 system, which defines a overall ``body mesh'' and defines how the716 mesh deforms as a function of the position of each ``bone'' which717 is a standard rigid body. This technique is used extensively to718 model humans and create realistic animations. It is not a good719 technique for physical simulation because it is a lie -- the skin720 is not a physical part of the simulation and does not interact with721 any objects in the world or itself. Objects will pass right though722 the skin until they come in contact with the underlying bone, which723 is a physical object. Without simulating the skin, the sense of724 touch has little meaning, and the creature's own vision will lie to725 it about the true extent of its body. Simulating the skin as a726 physical object requires some way to continuously update the727 physical model of the skin along with the movement of the bones,728 which is unacceptably slow compared to rigid body simulation.730 Therefore, instead of using the human-like ``deformable bag of731 bones'' approach, I decided to base my body plans on multiple solid732 objects that are connected by joints, inspired by the robot =EVE=733 from the movie WALL-E.735 #+caption: =EVE= from the movie WALL-E. This body plan turns736 #+caption: out to be much better suited to my purposes than a more737 #+caption: human-like one.738 #+ATTR_LaTeX: :width 10cm739 [[./images/Eve.jpg]]741 =EVE='s body is composed of several rigid components that are held742 together by invisible joint constraints. This is what I mean by743 ``eve-like''. The main reason that I use eve-style bodies is for744 efficiency, and so that there will be correspondence between the745 AI's senses and the physical presence of its body. Each individual746 section is simulated by a separate rigid body that corresponds747 exactly with its visual representation and does not change.748 Sections are connected by invisible joints that are well supported749 in jMonkeyEngine3. Bullet, the physics backend for jMonkeyEngine3,750 can efficiently simulate hundreds of rigid bodies connected by751 joints. Just because sections are rigid does not mean they have to752 stay as one piece forever; they can be dynamically replaced with753 multiple sections to simulate splitting in two. This could be used754 to simulate retractable claws or =EVE='s hands, which are able to755 coalesce into one object in the movie.757 *** Solidifying/Connecting a body759 =CORTEX= creates a creature in two steps: first, it traverses the760 nodes in the blender file and creates physical representations for761 any of them that have mass defined in their blender meta-data.763 #+caption: Program for iterating through the nodes in a blender file764 #+caption: and generating physical jMonkeyEngine3 objects with mass765 #+caption: and a matching physics shape.766 #+name: name767 #+begin_listing clojure768 #+begin_src clojure769 (defn physical!770 "Iterate through the nodes in creature and make them real physical771 objects in the simulation."772 [#^Node creature]773 (dorun774 (map775 (fn [geom]776 (let [physics-control777 (RigidBodyControl.778 (HullCollisionShape.779 (.getMesh geom))780 (if-let [mass (meta-data geom "mass")]781 (float mass) (float 1)))]782 (.addControl geom physics-control)))783 (filter #(isa? (class %) Geometry )784 (node-seq creature)))))785 #+end_src786 #+end_listing788 The next step to making a proper body is to connect those pieces789 together with joints. jMonkeyEngine has a large array of joints790 available via =bullet=, such as Point2Point, Cone, Hinge, and a791 generic Six Degree of Freedom joint, with or without spring792 restitution.794 Joints are treated a lot like proper senses, in that there is a795 top-level empty node named ``joints'' whose children each796 represent a joint.798 #+caption: View of the hand model in Blender showing the main ``joints''799 #+caption: node (highlighted in yellow) and its children which each800 #+caption: represent a joint in the hand. Each joint node has metadata801 #+caption: specifying what sort of joint it is.802 #+name: blender-hand803 #+ATTR_LaTeX: :width 10cm804 [[./images/hand-screenshot1.png]]807 =CORTEX='s procedure for binding the creature together with joints808 is as follows:810 - Find the children of the ``joints'' node.811 - Determine the two spatials the joint is meant to connect.812 - Create the joint based on the meta-data of the empty node.814 The higher order function =sense-nodes= from =cortex.sense=815 simplifies finding the joints based on their parent ``joints''816 node.818 #+caption: Retrieving the children empty nodes from a single819 #+caption: named empty node is a common pattern in =CORTEX=820 #+caption: further instances of this technique for the senses821 #+caption: will be omitted822 #+name: get-empty-nodes823 #+begin_listing clojure824 #+begin_src clojure825 (defn sense-nodes826 "For some senses there is a special empty blender node whose827 children are considered markers for an instance of that sense. This828 function generates functions to find those children, given the name829 of the special parent node."830 [parent-name]831 (fn [#^Node creature]832 (if-let [sense-node (.getChild creature parent-name)]833 (seq (.getChildren sense-node)) [])))835 (def836 ^{:doc "Return the children of the creature's \"joints\" node."837 :arglists '([creature])}838 joints839 (sense-nodes "joints"))840 #+end_src841 #+end_listing843 To find a joint's targets, =CORTEX= creates a small cube, centered844 around the empty-node, and grows the cube exponentially until it845 intersects two physical objects. The objects are ordered according846 to the joint's rotation, with the first one being the object that847 has more negative coordinates in the joint's reference frame.848 Since the objects must be physical, the empty-node itself escapes849 detection. Because the objects must be physical, =joint-targets=850 must be called /after/ =physical!= is called.852 #+caption: Program to find the targets of a joint node by853 #+caption: exponentially growth of a search cube.854 #+name: joint-targets855 #+begin_listing clojure856 #+begin_src clojure857 (defn joint-targets858 "Return the two closest two objects to the joint object, ordered859 from bottom to top according to the joint's rotation."860 [#^Node parts #^Node joint]861 (loop [radius (float 0.01)]862 (let [results (CollisionResults.)]863 (.collideWith864 parts865 (BoundingBox. (.getWorldTranslation joint)866 radius radius radius) results)867 (let [targets868 (distinct869 (map #(.getGeometry %) results))]870 (if (>= (count targets) 2)871 (sort-by872 #(let [joint-ref-frame-position873 (jme-to-blender874 (.mult875 (.inverse (.getWorldRotation joint))876 (.subtract (.getWorldTranslation %)877 (.getWorldTranslation joint))))]878 (.dot (Vector3f. 1 1 1) joint-ref-frame-position))879 (take 2 targets))880 (recur (float (* radius 2))))))))881 #+end_src882 #+end_listing884 Once =CORTEX= finds all joints and targets, it creates them using885 a dispatch on the metadata of each joint node.887 #+caption: Program to dispatch on blender metadata and create joints888 #+caption: suitable for physical simulation.889 #+name: joint-dispatch890 #+begin_listing clojure891 #+begin_src clojure892 (defmulti joint-dispatch893 "Translate blender pseudo-joints into real JME joints."894 (fn [constraints & _]895 (:type constraints)))897 (defmethod joint-dispatch :point898 [constraints control-a control-b pivot-a pivot-b rotation]899 (doto (SixDofJoint. control-a control-b pivot-a pivot-b false)900 (.setLinearLowerLimit Vector3f/ZERO)901 (.setLinearUpperLimit Vector3f/ZERO)))903 (defmethod joint-dispatch :hinge904 [constraints control-a control-b pivot-a pivot-b rotation]905 (let [axis (if-let [axis (:axis constraints)] axis Vector3f/UNIT_X)906 [limit-1 limit-2] (:limit constraints)907 hinge-axis (.mult rotation (blender-to-jme axis))]908 (doto (HingeJoint. control-a control-b pivot-a pivot-b909 hinge-axis hinge-axis)910 (.setLimit limit-1 limit-2))))912 (defmethod joint-dispatch :cone913 [constraints control-a control-b pivot-a pivot-b rotation]914 (let [limit-xz (:limit-xz constraints)915 limit-xy (:limit-xy constraints)916 twist (:twist constraints)]917 (doto (ConeJoint. control-a control-b pivot-a pivot-b918 rotation rotation)919 (.setLimit (float limit-xz) (float limit-xy)920 (float twist)))))921 #+end_src922 #+end_listing924 All that is left for joints it to combine the above pieces into a925 something that can operate on the collection of nodes that a926 blender file represents.928 #+caption: Program to completely create a joint given information929 #+caption: from a blender file.930 #+name: connect931 #+begin_listing clojure932 #+begin_src clojure933 (defn connect934 "Create a joint between 'obj-a and 'obj-b at the location of935 'joint. The type of joint is determined by the metadata on 'joint.937 Here are some examples:938 {:type :point}939 {:type :hinge :limit [0 (/ Math/PI 2)] :axis (Vector3f. 0 1 0)}940 (:axis defaults to (Vector3f. 1 0 0) if not provided for hinge joints)942 {:type :cone :limit-xz 0]943 :limit-xy 0]944 :twist 0]} (use XZY rotation mode in blender!)"945 [#^Node obj-a #^Node obj-b #^Node joint]946 (let [control-a (.getControl obj-a RigidBodyControl)947 control-b (.getControl obj-b RigidBodyControl)948 joint-center (.getWorldTranslation joint)949 joint-rotation (.toRotationMatrix (.getWorldRotation joint))950 pivot-a (world-to-local obj-a joint-center)951 pivot-b (world-to-local obj-b joint-center)]952 (if-let953 [constraints (map-vals eval (read-string (meta-data joint "joint")))]954 ;; A side-effect of creating a joint registers955 ;; it with both physics objects which in turn956 ;; will register the joint with the physics system957 ;; when the simulation is started.958 (joint-dispatch constraints959 control-a control-b960 pivot-a pivot-b961 joint-rotation))))962 #+end_src963 #+end_listing965 In general, whenever =CORTEX= exposes a sense (or in this case966 physicality), it provides a function of the type =sense!=, which967 takes in a collection of nodes and augments it to support that968 sense. The function returns any controls necessary to use that969 sense. In this case =body!= creates a physical body and returns no970 control functions.972 #+caption: Program to give joints to a creature.973 #+name: name974 #+begin_listing clojure975 #+begin_src clojure976 (defn joints!977 "Connect the solid parts of the creature with physical joints. The978 joints are taken from the \"joints\" node in the creature."979 [#^Node creature]980 (dorun981 (map982 (fn [joint]983 (let [[obj-a obj-b] (joint-targets creature joint)]984 (connect obj-a obj-b joint)))985 (joints creature))))986 (defn body!987 "Endow the creature with a physical body connected with joints. The988 particulars of the joints and the masses of each body part are989 determined in blender."990 [#^Node creature]991 (physical! creature)992 (joints! creature))993 #+end_src994 #+end_listing996 All of the code you have just seen amounts to only 130 lines, yet997 because it builds on top of Blender and jMonkeyEngine3, those few998 lines pack quite a punch!1000 The hand from figure \ref{blender-hand}, which was modeled after1001 my own right hand, can now be given joints and simulated as a1002 creature.1004 #+caption: With the ability to create physical creatures from blender,1005 #+caption: =CORTEX= gets one step closer to becoming a full creature1006 #+caption: simulation environment.1007 #+name: name1008 #+ATTR_LaTeX: :width 15cm1009 [[./images/physical-hand.png]]1011 ** Sight reuses standard video game components...1013 Vision is one of the most important senses for humans, so I need to1014 build a simulated sense of vision for my AI. I will do this with1015 simulated eyes. Each eye can be independently moved and should see1016 its own version of the world depending on where it is.1018 Making these simulated eyes a reality is simple because1019 jMonkeyEngine already contains extensive support for multiple views1020 of the same 3D simulated world. The reason jMonkeyEngine has this1021 support is because the support is necessary to create games with1022 split-screen views. Multiple views are also used to create1023 efficient pseudo-reflections by rendering the scene from a certain1024 perspective and then projecting it back onto a surface in the 3D1025 world.1027 #+caption: jMonkeyEngine supports multiple views to enable1028 #+caption: split-screen games, like GoldenEye, which was one of1029 #+caption: the first games to use split-screen views.1030 #+name: name1031 #+ATTR_LaTeX: :width 10cm1032 [[./images/goldeneye-4-player.png]]1034 *** A Brief Description of jMonkeyEngine's Rendering Pipeline1036 jMonkeyEngine allows you to create a =ViewPort=, which represents a1037 view of the simulated world. You can create as many of these as you1038 want. Every frame, the =RenderManager= iterates through each1039 =ViewPort=, rendering the scene in the GPU. For each =ViewPort= there1040 is a =FrameBuffer= which represents the rendered image in the GPU.1042 #+caption: =ViewPorts= are cameras in the world. During each frame,1043 #+caption: the =RenderManager= records a snapshot of what each view1044 #+caption: is currently seeing; these snapshots are =FrameBuffer= objects.1045 #+name: rendermanagers1046 #+ATTR_LaTeX: :width 10cm1047 [[./images/diagram_rendermanager2.png]]1049 Each =ViewPort= can have any number of attached =SceneProcessor=1050 objects, which are called every time a new frame is rendered. A1051 =SceneProcessor= receives its =ViewPort's= =FrameBuffer= and can do1052 whatever it wants to the data. Often this consists of invoking GPU1053 specific operations on the rendered image. The =SceneProcessor= can1054 also copy the GPU image data to RAM and process it with the CPU.1056 *** Appropriating Views for Vision1058 Each eye in the simulated creature needs its own =ViewPort= so1059 that it can see the world from its own perspective. To this1060 =ViewPort=, I add a =SceneProcessor= that feeds the visual data to1061 any arbitrary continuation function for further processing. That1062 continuation function may perform both CPU and GPU operations on1063 the data. To make this easy for the continuation function, the1064 =SceneProcessor= maintains appropriately sized buffers in RAM to1065 hold the data. It does not do any copying from the GPU to the CPU1066 itself because it is a slow operation.1068 #+caption: Function to make the rendered scene in jMonkeyEngine1069 #+caption: available for further processing.1070 #+name: pipeline-11071 #+begin_listing clojure1072 #+begin_src clojure1073 (defn vision-pipeline1074 "Create a SceneProcessor object which wraps a vision processing1075 continuation function. The continuation is a function that takes1076 [#^Renderer r #^FrameBuffer fb #^ByteBuffer b #^BufferedImage bi],1077 each of which has already been appropriately sized."1078 [continuation]1079 (let [byte-buffer (atom nil)1080 renderer (atom nil)1081 image (atom nil)]1082 (proxy [SceneProcessor] []1083 (initialize1084 [renderManager viewPort]1085 (let [cam (.getCamera viewPort)1086 width (.getWidth cam)1087 height (.getHeight cam)]1088 (reset! renderer (.getRenderer renderManager))1089 (reset! byte-buffer1090 (BufferUtils/createByteBuffer1091 (* width height 4)))1092 (reset! image (BufferedImage.1093 width height1094 BufferedImage/TYPE_4BYTE_ABGR))))1095 (isInitialized [] (not (nil? @byte-buffer)))1096 (reshape [_ _ _])1097 (preFrame [_])1098 (postQueue [_])1099 (postFrame1100 [#^FrameBuffer fb]1101 (.clear @byte-buffer)1102 (continuation @renderer fb @byte-buffer @image))1103 (cleanup []))))1104 #+end_src1105 #+end_listing1107 The continuation function given to =vision-pipeline= above will be1108 given a =Renderer= and three containers for image data. The1109 =FrameBuffer= references the GPU image data, but the pixel data1110 can not be used directly on the CPU. The =ByteBuffer= and1111 =BufferedImage= are initially "empty" but are sized to hold the1112 data in the =FrameBuffer=. I call transferring the GPU image data1113 to the CPU structures "mixing" the image data.1115 *** Optical sensor arrays are described with images and referenced with metadata1117 The vision pipeline described above handles the flow of rendered1118 images. Now, =CORTEX= needs simulated eyes to serve as the source1119 of these images.1121 An eye is described in blender in the same way as a joint. They1122 are zero dimensional empty objects with no geometry whose local1123 coordinate system determines the orientation of the resulting eye.1124 All eyes are children of a parent node named "eyes" just as all1125 joints have a parent named "joints". An eye binds to the nearest1126 physical object with =bind-sense=.1128 #+caption: Here, the camera is created based on metadata on the1129 #+caption: eye-node and attached to the nearest physical object1130 #+caption: with =bind-sense=1131 #+name: add-eye1132 #+begin_listing clojure1133 (defn add-eye!1134 "Create a Camera centered on the current position of 'eye which1135 follows the closest physical node in 'creature. The camera will1136 point in the X direction and use the Z vector as up as determined1137 by the rotation of these vectors in blender coordinate space. Use1138 XZY rotation for the node in blender."1139 [#^Node creature #^Spatial eye]1140 (let [target (closest-node creature eye)1141 [cam-width cam-height]1142 ;;[640 480] ;; graphics card on laptop doesn't support1143 ;; arbitrary dimensions.1144 (eye-dimensions eye)1145 cam (Camera. cam-width cam-height)1146 rot (.getWorldRotation eye)]1147 (.setLocation cam (.getWorldTranslation eye))1148 (.lookAtDirection1149 cam ; this part is not a mistake and1150 (.mult rot Vector3f/UNIT_X) ; is consistent with using Z in1151 (.mult rot Vector3f/UNIT_Y)) ; blender as the UP vector.1152 (.setFrustumPerspective1153 cam (float 45)1154 (float (/ (.getWidth cam) (.getHeight cam)))1155 (float 1)1156 (float 1000))1157 (bind-sense target cam) cam))1158 #+end_listing1160 *** Simulated Retina1162 An eye is a surface (the retina) which contains many discrete1163 sensors to detect light. These sensors can have different1164 light-sensing properties. In humans, each discrete sensor is1165 sensitive to red, blue, green, or gray. These different types of1166 sensors can have different spatial distributions along the retina.1167 In humans, there is a fovea in the center of the retina which has1168 a very high density of color sensors, and a blind spot which has1169 no sensors at all. Sensor density decreases in proportion to1170 distance from the fovea.1172 I want to be able to model any retinal configuration, so my1173 eye-nodes in blender contain metadata pointing to images that1174 describe the precise position of the individual sensors using1175 white pixels. The meta-data also describes the precise sensitivity1176 to light that the sensors described in the image have. An eye can1177 contain any number of these images. For example, the metadata for1178 an eye might look like this:1180 #+begin_src clojure1181 {0xFF0000 "Models/test-creature/retina-small.png"}1182 #+end_src1184 #+caption: An example retinal profile image. White pixels are1185 #+caption: photo-sensitive elements. The distribution of white1186 #+caption: pixels is denser in the middle and falls off at the1187 #+caption: edges and is inspired by the human retina.1188 #+name: retina1189 #+ATTR_LaTeX: :width 7cm1190 [[./images/retina-small.png]]1192 Together, the number 0xFF0000 and the image image above describe1193 the placement of red-sensitive sensory elements.1195 Meta-data to very crudely approximate a human eye might be1196 something like this:1198 #+begin_src clojure1199 (let [retinal-profile "Models/test-creature/retina-small.png"]1200 {0xFF0000 retinal-profile1201 0x00FF00 retinal-profile1202 0x0000FF retinal-profile1203 0xFFFFFF retinal-profile})1204 #+end_src1206 The numbers that serve as keys in the map determine a sensor's1207 relative sensitivity to the channels red, green, and blue. These1208 sensitivity values are packed into an integer in the order1209 =|_|R|G|B|= in 8-bit fields. The RGB values of a pixel in the1210 image are added together with these sensitivities as linear1211 weights. Therefore, 0xFF0000 means sensitive to red only while1212 0xFFFFFF means sensitive to all colors equally (gray).1214 #+caption: This is the core of vision in =CORTEX=. A given eye node1215 #+caption: is converted into a function that returns visual1216 #+caption: information from the simulation.1217 #+name: vision-kernel1218 #+begin_listing clojure1219 #+BEGIN_SRC clojure1220 (defn vision-kernel1221 "Returns a list of functions, each of which will return a color1222 channel's worth of visual information when called inside a running1223 simulation."1224 [#^Node creature #^Spatial eye & {skip :skip :or {skip 0}}]1225 (let [retinal-map (retina-sensor-profile eye)1226 camera (add-eye! creature eye)1227 vision-image1228 (atom1229 (BufferedImage. (.getWidth camera)1230 (.getHeight camera)1231 BufferedImage/TYPE_BYTE_BINARY))1232 register-eye!1233 (runonce1234 (fn [world]1235 (add-camera!1236 world camera1237 (let [counter (atom 0)]1238 (fn [r fb bb bi]1239 (if (zero? (rem (swap! counter inc) (inc skip)))1240 (reset! vision-image1241 (BufferedImage! r fb bb bi))))))))]1242 (vec1243 (map1244 (fn [[key image]]1245 (let [whites (white-coordinates image)1246 topology (vec (collapse whites))1247 sensitivity (sensitivity-presets key key)]1248 (attached-viewport.1249 (fn [world]1250 (register-eye! world)1251 (vector1252 topology1253 (vec1254 (for [[x y] whites]1255 (pixel-sense1256 sensitivity1257 (.getRGB @vision-image x y))))))1258 register-eye!)))1259 retinal-map))))1260 #+END_SRC1261 #+end_listing1263 Note that since each of the functions generated by =vision-kernel=1264 shares the same =register-eye!= function, the eye will be1265 registered only once the first time any of the functions from the1266 list returned by =vision-kernel= is called. Each of the functions1267 returned by =vision-kernel= also allows access to the =Viewport=1268 through which it receives images.1270 All the hard work has been done; all that remains is to apply1271 =vision-kernel= to each eye in the creature and gather the results1272 into one list of functions.1275 #+caption: With =vision!=, =CORTEX= is already a fine simulation1276 #+caption: environment for experimenting with different types of1277 #+caption: eyes.1278 #+name: vision!1279 #+begin_listing clojure1280 #+BEGIN_SRC clojure1281 (defn vision!1282 "Returns a list of functions, each of which returns visual sensory1283 data when called inside a running simulation."1284 [#^Node creature & {skip :skip :or {skip 0}}]1285 (reduce1286 concat1287 (for [eye (eyes creature)]1288 (vision-kernel creature eye))))1289 #+END_SRC1290 #+end_listing1292 #+caption: Simulated vision with a test creature and the1293 #+caption: human-like eye approximation. Notice how each channel1294 #+caption: of the eye responds differently to the differently1295 #+caption: colored balls.1296 #+name: worm-vision-test.1297 #+ATTR_LaTeX: :width 13cm1298 [[./images/worm-vision.png]]1300 The vision code is not much more complicated than the body code,1301 and enables multiple further paths for simulated vision. For1302 example, it is quite easy to create bifocal vision -- you just1303 make two eyes next to each other in blender! It is also possible1304 to encode vision transforms in the retinal files. For example, the1305 human like retina file in figure \ref{retina} approximates a1306 log-polar transform.1308 This vision code has already been absorbed by the jMonkeyEngine1309 community and is now (in modified form) part of a system for1310 capturing in-game video to a file.1312 ** ...but hearing must be built from scratch1314 At the end of this section I will have simulated ears that work the1315 same way as the simulated eyes in the last section. I will be able to1316 place any number of ear-nodes in a blender file, and they will bind to1317 the closest physical object and follow it as it moves around. Each ear1318 will provide access to the sound data it picks up between every frame.1320 Hearing is one of the more difficult senses to simulate, because there1321 is less support for obtaining the actual sound data that is processed1322 by jMonkeyEngine3. There is no "split-screen" support for rendering1323 sound from different points of view, and there is no way to directly1324 access the rendered sound data.1326 =CORTEX='s hearing is unique because it does not have any1327 limitations compared to other simulation environments. As far as I1328 know, there is no other system that supports multiple listeners,1329 and the sound demo at the end of this section is the first time1330 it's been done in a video game environment.1332 *** Brief Description of jMonkeyEngine's Sound System1334 jMonkeyEngine's sound system works as follows:1336 - jMonkeyEngine uses the =AppSettings= for the particular1337 application to determine what sort of =AudioRenderer= should be1338 used.1339 - Although some support is provided for multiple AudioRendering1340 backends, jMonkeyEngine at the time of this writing will either1341 pick no =AudioRenderer= at all, or the =LwjglAudioRenderer=.1342 - jMonkeyEngine tries to figure out what sort of system you're1343 running and extracts the appropriate native libraries.1344 - The =LwjglAudioRenderer= uses the [[http://lwjgl.org/][=LWJGL=]] (LightWeight Java Game1345 Library) bindings to interface with a C library called [[http://kcat.strangesoft.net/openal.html][=OpenAL=]]1346 - =OpenAL= renders the 3D sound and feeds the rendered sound1347 directly to any of various sound output devices with which it1348 knows how to communicate.1350 A consequence of this is that there's no way to access the actual1351 sound data produced by =OpenAL=. Even worse, =OpenAL= only supports1352 one /listener/ (it renders sound data from only one perspective),1353 which normally isn't a problem for games, but becomes a problem1354 when trying to make multiple AI creatures that can each hear the1355 world from a different perspective.1357 To make many AI creatures in jMonkeyEngine that can each hear the1358 world from their own perspective, or to make a single creature with1359 many ears, it is necessary to go all the way back to =OpenAL= and1360 implement support for simulated hearing there.1362 *** Extending =OpenAl=1364 Extending =OpenAL= to support multiple listeners requires 5001365 lines of =C= code and is too hairy to mention here. Instead, I1366 will show a small amount of extension code and go over the high1367 level strategy. Full source is of course available with the1368 =CORTEX= distribution if you're interested.1370 =OpenAL= goes to great lengths to support many different systems,1371 all with different sound capabilities and interfaces. It1372 accomplishes this difficult task by providing code for many1373 different sound backends in pseudo-objects called /Devices/.1374 There's a device for the Linux Open Sound System and the Advanced1375 Linux Sound Architecture, there's one for Direct Sound on Windows,1376 and there's even one for Solaris. =OpenAL= solves the problem of1377 platform independence by providing all these Devices.1379 Wrapper libraries such as LWJGL are free to examine the system on1380 which they are running and then select an appropriate device for1381 that system.1383 There are also a few "special" devices that don't interface with1384 any particular system. These include the Null Device, which1385 doesn't do anything, and the Wave Device, which writes whatever1386 sound it receives to a file, if everything has been set up1387 correctly when configuring =OpenAL=.1389 Actual mixing (Doppler shift and distance.environment-based1390 attenuation) of the sound data happens in the Devices, and they1391 are the only point in the sound rendering process where this data1392 is available.1394 Therefore, in order to support multiple listeners, and get the1395 sound data in a form that the AIs can use, it is necessary to1396 create a new Device which supports this feature.1398 Adding a device to OpenAL is rather tricky -- there are five1399 separate files in the =OpenAL= source tree that must be modified1400 to do so. I named my device the "Multiple Audio Send" Device, or1401 =Send= Device for short, since it sends audio data back to the1402 calling application like an Aux-Send cable on a mixing board.1404 The main idea behind the Send device is to take advantage of the1405 fact that LWJGL only manages one /context/ when using OpenAL. A1406 /context/ is like a container that holds samples and keeps track1407 of where the listener is. In order to support multiple listeners,1408 the Send device identifies the LWJGL context as the master1409 context, and creates any number of slave contexts to represent1410 additional listeners. Every time the device renders sound, it1411 synchronizes every source from the master LWJGL context to the1412 slave contexts. Then, it renders each context separately, using a1413 different listener for each one. The rendered sound is made1414 available via JNI to jMonkeyEngine.1416 Switching between contexts is not the normal operation of a1417 Device, and one of the problems with doing so is that a Device1418 normally keeps around a few pieces of state such as the1419 =ClickRemoval= array above which will become corrupted if the1420 contexts are not rendered in parallel. The solution is to create a1421 copy of this normally global device state for each context, and1422 copy it back and forth into and out of the actual device state1423 whenever a context is rendered.1425 The core of the =Send= device is the =syncSources= function, which1426 does the job of copying all relevant data from one context to1427 another.1429 #+caption: Program for extending =OpenAL= to support multiple1430 #+caption: listeners via context copying/switching.1431 #+name: sync-openal-sources1432 #+begin_listing c1433 #+BEGIN_SRC c1434 void syncSources(ALsource *masterSource, ALsource *slaveSource,1435 ALCcontext *masterCtx, ALCcontext *slaveCtx){1436 ALuint master = masterSource->source;1437 ALuint slave = slaveSource->source;1438 ALCcontext *current = alcGetCurrentContext();1440 syncSourcef(master,slave,masterCtx,slaveCtx,AL_PITCH);1441 syncSourcef(master,slave,masterCtx,slaveCtx,AL_GAIN);1442 syncSourcef(master,slave,masterCtx,slaveCtx,AL_MAX_DISTANCE);1443 syncSourcef(master,slave,masterCtx,slaveCtx,AL_ROLLOFF_FACTOR);1444 syncSourcef(master,slave,masterCtx,slaveCtx,AL_REFERENCE_DISTANCE);1445 syncSourcef(master,slave,masterCtx,slaveCtx,AL_MIN_GAIN);1446 syncSourcef(master,slave,masterCtx,slaveCtx,AL_MAX_GAIN);1447 syncSourcef(master,slave,masterCtx,slaveCtx,AL_CONE_OUTER_GAIN);1448 syncSourcef(master,slave,masterCtx,slaveCtx,AL_CONE_INNER_ANGLE);1449 syncSourcef(master,slave,masterCtx,slaveCtx,AL_CONE_OUTER_ANGLE);1450 syncSourcef(master,slave,masterCtx,slaveCtx,AL_SEC_OFFSET);1451 syncSourcef(master,slave,masterCtx,slaveCtx,AL_SAMPLE_OFFSET);1452 syncSourcef(master,slave,masterCtx,slaveCtx,AL_BYTE_OFFSET);1454 syncSource3f(master,slave,masterCtx,slaveCtx,AL_POSITION);1455 syncSource3f(master,slave,masterCtx,slaveCtx,AL_VELOCITY);1456 syncSource3f(master,slave,masterCtx,slaveCtx,AL_DIRECTION);1458 syncSourcei(master,slave,masterCtx,slaveCtx,AL_SOURCE_RELATIVE);1459 syncSourcei(master,slave,masterCtx,slaveCtx,AL_LOOPING);1461 alcMakeContextCurrent(masterCtx);1462 ALint source_type;1463 alGetSourcei(master, AL_SOURCE_TYPE, &source_type);1465 // Only static sources are currently synchronized!1466 if (AL_STATIC == source_type){1467 ALint master_buffer;1468 ALint slave_buffer;1469 alGetSourcei(master, AL_BUFFER, &master_buffer);1470 alcMakeContextCurrent(slaveCtx);1471 alGetSourcei(slave, AL_BUFFER, &slave_buffer);1472 if (master_buffer != slave_buffer){1473 alSourcei(slave, AL_BUFFER, master_buffer);1474 }1475 }1477 // Synchronize the state of the two sources.1478 alcMakeContextCurrent(masterCtx);1479 ALint masterState;1480 ALint slaveState;1482 alGetSourcei(master, AL_SOURCE_STATE, &masterState);1483 alcMakeContextCurrent(slaveCtx);1484 alGetSourcei(slave, AL_SOURCE_STATE, &slaveState);1486 if (masterState != slaveState){1487 switch (masterState){1488 case AL_INITIAL : alSourceRewind(slave); break;1489 case AL_PLAYING : alSourcePlay(slave); break;1490 case AL_PAUSED : alSourcePause(slave); break;1491 case AL_STOPPED : alSourceStop(slave); break;1492 }1493 }1494 // Restore whatever context was previously active.1495 alcMakeContextCurrent(current);1496 }1497 #+END_SRC1498 #+end_listing1500 With this special context-switching device, and some ugly JNI1501 bindings that are not worth mentioning, =CORTEX= gains the ability1502 to access multiple sound streams from =OpenAL=.1504 #+caption: Program to create an ear from a blender empty node. The ear1505 #+caption: follows around the nearest physical object and passes1506 #+caption: all sensory data to a continuation function.1507 #+name: add-ear1508 #+begin_listing clojure1509 #+BEGIN_SRC clojure1510 (defn add-ear!1511 "Create a Listener centered on the current position of 'ear1512 which follows the closest physical node in 'creature and1513 sends sound data to 'continuation."1514 [#^Application world #^Node creature #^Spatial ear continuation]1515 (let [target (closest-node creature ear)1516 lis (Listener.)1517 audio-renderer (.getAudioRenderer world)1518 sp (hearing-pipeline continuation)]1519 (.setLocation lis (.getWorldTranslation ear))1520 (.setRotation lis (.getWorldRotation ear))1521 (bind-sense target lis)1522 (update-listener-velocity! target lis)1523 (.addListener audio-renderer lis)1524 (.registerSoundProcessor audio-renderer lis sp)))1525 #+END_SRC1526 #+end_listing1528 The =Send= device, unlike most of the other devices in =OpenAL=,1529 does not render sound unless asked. This enables the system to1530 slow down or speed up depending on the needs of the AIs who are1531 using it to listen. If the device tried to render samples in1532 real-time, a complicated AI whose mind takes 100 seconds of1533 computer time to simulate 1 second of AI-time would miss almost1534 all of the sound in its environment!1536 #+caption: Program to enable arbitrary hearing in =CORTEX=1537 #+name: hearing1538 #+begin_listing clojure1539 #+BEGIN_SRC clojure1540 (defn hearing-kernel1541 "Returns a function which returns auditory sensory data when called1542 inside a running simulation."1543 [#^Node creature #^Spatial ear]1544 (let [hearing-data (atom [])1545 register-listener!1546 (runonce1547 (fn [#^Application world]1548 (add-ear!1549 world creature ear1550 (comp #(reset! hearing-data %)1551 byteBuffer->pulse-vector))))]1552 (fn [#^Application world]1553 (register-listener! world)1554 (let [data @hearing-data1555 topology1556 (vec (map #(vector % 0) (range 0 (count data))))]1557 [topology data]))))1559 (defn hearing!1560 "Endow the creature in a particular world with the sense of1561 hearing. Will return a sequence of functions, one for each ear,1562 which when called will return the auditory data from that ear."1563 [#^Node creature]1564 (for [ear (ears creature)]1565 (hearing-kernel creature ear)))1566 #+END_SRC1567 #+end_listing1569 Armed with these functions, =CORTEX= is able to test possibly the1570 first ever instance of multiple listeners in a video game engine1571 based simulation!1573 #+caption: Here a simple creature responds to sound by changing1574 #+caption: its color from gray to green when the total volume1575 #+caption: goes over a threshold.1576 #+name: sound-test1577 #+begin_listing java1578 #+BEGIN_SRC java1579 /**1580 * Respond to sound! This is the brain of an AI entity that1581 * hears its surroundings and reacts to them.1582 */1583 public void process(ByteBuffer audioSamples,1584 int numSamples, AudioFormat format) {1585 audioSamples.clear();1586 byte[] data = new byte[numSamples];1587 float[] out = new float[numSamples];1588 audioSamples.get(data);1589 FloatSampleTools.1590 byte2floatInterleaved1591 (data, 0, out, 0, numSamples/format.getFrameSize(), format);1593 float max = Float.NEGATIVE_INFINITY;1594 for (float f : out){if (f > max) max = f;}1595 audioSamples.clear();1597 if (max > 0.1){1598 entity.getMaterial().setColor("Color", ColorRGBA.Green);1599 }1600 else {1601 entity.getMaterial().setColor("Color", ColorRGBA.Gray);1602 }1603 #+END_SRC1604 #+end_listing1606 #+caption: First ever simulation of multiple listeners in =CORTEX=.1607 #+caption: Each cube is a creature which processes sound data with1608 #+caption: the =process= function from listing \ref{sound-test}.1609 #+caption: the ball is constantly emitting a pure tone of1610 #+caption: constant volume. As it approaches the cubes, they each1611 #+caption: change color in response to the sound.1612 #+name: sound-cubes.1613 #+ATTR_LaTeX: :width 10cm1614 [[./images/java-hearing-test.png]]1616 This system of hearing has also been co-opted by the1617 jMonkeyEngine3 community and is used to record audio for demo1618 videos.1620 ** Hundreds of hair-like elements provide a sense of touch1622 Touch is critical to navigation and spatial reasoning and as such I1623 need a simulated version of it to give to my AI creatures.1625 Human skin has a wide array of touch sensors, each of which1626 specialize in detecting different vibrational modes and pressures.1627 These sensors can integrate a vast expanse of skin (i.e. your1628 entire palm), or a tiny patch of skin at the tip of your finger.1629 The hairs of the skin help detect objects before they even come1630 into contact with the skin proper.1632 However, touch in my simulated world can not exactly correspond to1633 human touch because my creatures are made out of completely rigid1634 segments that don't deform like human skin.1636 Instead of measuring deformation or vibration, I surround each1637 rigid part with a plenitude of hair-like objects (/feelers/) which1638 do not interact with the physical world. Physical objects can pass1639 through them with no effect. The feelers are able to tell when1640 other objects pass through them, and they constantly report how1641 much of their extent is covered. So even though the creature's body1642 parts do not deform, the feelers create a margin around those body1643 parts which achieves a sense of touch which is a hybrid between a1644 human's sense of deformation and sense from hairs.1646 Implementing touch in jMonkeyEngine follows a different technical1647 route than vision and hearing. Those two senses piggybacked off1648 jMonkeyEngine's 3D audio and video rendering subsystems. To1649 simulate touch, I use jMonkeyEngine's physics system to execute1650 many small collision detections, one for each feeler. The placement1651 of the feelers is determined by a UV-mapped image which shows where1652 each feeler should be on the 3D surface of the body.1654 *** Defining Touch Meta-Data in Blender1656 Each geometry can have a single UV map which describes the1657 position of the feelers which will constitute its sense of touch.1658 This image path is stored under the ``touch'' key. The image itself1659 is black and white, with black meaning a feeler length of 0 (no1660 feeler is present) and white meaning a feeler length of =scale=,1661 which is a float stored under the key "scale".1663 #+caption: Touch does not use empty nodes, to store metadata,1664 #+caption: because the metadata of each solid part of a1665 #+caption: creature's body is sufficient.1666 #+name: touch-meta-data1667 #+begin_listing clojure1668 #+BEGIN_SRC clojure1669 (defn tactile-sensor-profile1670 "Return the touch-sensor distribution image in BufferedImage format,1671 or nil if it does not exist."1672 [#^Geometry obj]1673 (if-let [image-path (meta-data obj "touch")]1674 (load-image image-path)))1676 (defn tactile-scale1677 "Return the length of each feeler. Default scale is 0.011678 jMonkeyEngine units."1679 [#^Geometry obj]1680 (if-let [scale (meta-data obj "scale")]1681 scale 0.1))1682 #+END_SRC1683 #+end_listing1685 Here is an example of a UV-map which specifies the position of1686 touch sensors along the surface of the upper segment of a fingertip.1688 #+caption: This is the tactile-sensor-profile for the upper segment1689 #+caption: of a fingertip. It defines regions of high touch sensitivity1690 #+caption: (where there are many white pixels) and regions of low1691 #+caption: sensitivity (where white pixels are sparse).1692 #+name: fingertip-UV1693 #+ATTR_LaTeX: :width 13cm1694 [[./images/finger-UV.png]]1696 *** Implementation Summary1698 To simulate touch there are three conceptual steps. For each solid1699 object in the creature, you first have to get UV image and scale1700 parameter which define the position and length of the feelers.1701 Then, you use the triangles which comprise the mesh and the UV1702 data stored in the mesh to determine the world-space position and1703 orientation of each feeler. Then once every frame, update these1704 positions and orientations to match the current position and1705 orientation of the object, and use physics collision detection to1706 gather tactile data.1708 Extracting the meta-data has already been described. The third1709 step, physics collision detection, is handled in =touch-kernel=.1710 Translating the positions and orientations of the feelers from the1711 UV-map to world-space is itself a three-step process.1713 - Find the triangles which make up the mesh in pixel-space and in1714 world-space. \\(=triangles=, =pixel-triangles=).1716 - Find the coordinates of each feeler in world-space. These are1717 the origins of the feelers. (=feeler-origins=).1719 - Calculate the normals of the triangles in world space, and add1720 them to each of the origins of the feelers. These are the1721 normalized coordinates of the tips of the feelers.1722 (=feeler-tips=).1724 *** Triangle Math1726 The rigid objects which make up a creature have an underlying1727 =Geometry=, which is a =Mesh= plus a =Material= and other1728 important data involved with displaying the object.1730 A =Mesh= is composed of =Triangles=, and each =Triangle= has three1731 vertices which have coordinates in world space and UV space.1733 Here, =triangles= gets all the world-space triangles which1734 comprise a mesh, while =pixel-triangles= gets those same triangles1735 expressed in pixel coordinates (which are UV coordinates scaled to1736 fit the height and width of the UV image).1738 #+caption: Programs to extract triangles from a geometry and get1739 #+caption: their vertices in both world and UV-coordinates.1740 #+name: get-triangles1741 #+begin_listing clojure1742 #+BEGIN_SRC clojure1743 (defn triangle1744 "Get the triangle specified by triangle-index from the mesh."1745 [#^Geometry geo triangle-index]1746 (triangle-seq1747 (let [scratch (Triangle.)]1748 (.getTriangle (.getMesh geo) triangle-index scratch) scratch)))1750 (defn triangles1751 "Return a sequence of all the Triangles which comprise a given1752 Geometry."1753 [#^Geometry geo]1754 (map (partial triangle geo) (range (.getTriangleCount (.getMesh geo)))))1756 (defn triangle-vertex-indices1757 "Get the triangle vertex indices of a given triangle from a given1758 mesh."1759 [#^Mesh mesh triangle-index]1760 (let [indices (int-array 3)]1761 (.getTriangle mesh triangle-index indices)1762 (vec indices)))1764 (defn vertex-UV-coord1765 "Get the UV-coordinates of the vertex named by vertex-index"1766 [#^Mesh mesh vertex-index]1767 (let [UV-buffer1768 (.getData1769 (.getBuffer1770 mesh1771 VertexBuffer$Type/TexCoord))]1772 [(.get UV-buffer (* vertex-index 2))1773 (.get UV-buffer (+ 1 (* vertex-index 2)))]))1775 (defn pixel-triangle [#^Geometry geo image index]1776 (let [mesh (.getMesh geo)1777 width (.getWidth image)1778 height (.getHeight image)]1779 (vec (map (fn [[u v]] (vector (* width u) (* height v)))1780 (map (partial vertex-UV-coord mesh)1781 (triangle-vertex-indices mesh index))))))1783 (defn pixel-triangles1784 "The pixel-space triangles of the Geometry, in the same order as1785 (triangles geo)"1786 [#^Geometry geo image]1787 (let [height (.getHeight image)1788 width (.getWidth image)]1789 (map (partial pixel-triangle geo image)1790 (range (.getTriangleCount (.getMesh geo))))))1791 #+END_SRC1792 #+end_listing1794 *** The Affine Transform from one Triangle to Another1796 =pixel-triangles= gives us the mesh triangles expressed in pixel1797 coordinates and =triangles= gives us the mesh triangles expressed1798 in world coordinates. The tactile-sensor-profile gives the1799 position of each feeler in pixel-space. In order to convert1800 pixel-space coordinates into world-space coordinates we need1801 something that takes coordinates on the surface of one triangle1802 and gives the corresponding coordinates on the surface of another1803 triangle.1805 Triangles are [[http://mathworld.wolfram.com/AffineTransformation.html ][affine]], which means any triangle can be transformed1806 into any other by a combination of translation, scaling, and1807 rotation. The affine transformation from one triangle to another1808 is readily computable if the triangle is expressed in terms of a1809 $4x4$ matrix.1811 #+BEGIN_LaTeX1812 $$1813 \begin{bmatrix}1814 x_1 & x_2 & x_3 & n_x \\1815 y_1 & y_2 & y_3 & n_y \\1816 z_1 & z_2 & z_3 & n_z \\1817 1 & 1 & 1 & 11818 \end{bmatrix}1819 $$1820 #+END_LaTeX1822 Here, the first three columns of the matrix are the vertices of1823 the triangle. The last column is the right-handed unit normal of1824 the triangle.1826 With two triangles $T_{1}$ and $T_{2}$ each expressed as a1827 matrix like above, the affine transform from $T_{1}$ to $T_{2}$1828 is $T_{2}T_{1}^{-1}$.1830 The clojure code below recapitulates the formulas above, using1831 jMonkeyEngine's =Matrix4f= objects, which can describe any affine1832 transformation.1834 #+caption: Program to interpret triangles as affine transforms.1835 #+name: triangle-affine1836 #+begin_listing clojure1837 #+BEGIN_SRC clojure1838 (defn triangle->matrix4f1839 "Converts the triangle into a 4x4 matrix: The first three columns1840 contain the vertices of the triangle; the last contains the unit1841 normal of the triangle. The bottom row is filled with 1s."1842 [#^Triangle t]1843 (let [mat (Matrix4f.)1844 [vert-1 vert-2 vert-3]1845 (mapv #(.get t %) (range 3))1846 unit-normal (do (.calculateNormal t)(.getNormal t))1847 vertices [vert-1 vert-2 vert-3 unit-normal]]1848 (dorun1849 (for [row (range 4) col (range 3)]1850 (do1851 (.set mat col row (.get (vertices row) col))1852 (.set mat 3 row 1)))) mat))1854 (defn triangles->affine-transform1855 "Returns the affine transformation that converts each vertex in the1856 first triangle into the corresponding vertex in the second1857 triangle."1858 [#^Triangle tri-1 #^Triangle tri-2]1859 (.mult1860 (triangle->matrix4f tri-2)1861 (.invert (triangle->matrix4f tri-1))))1862 #+END_SRC1863 #+end_listing1865 *** Triangle Boundaries1867 For efficiency's sake I will divide the tactile-profile image into1868 small squares which inscribe each pixel-triangle, then extract the1869 points which lie inside the triangle and map them to 3D-space using1870 =triangle-transform= above. To do this I need a function,1871 =convex-bounds= which finds the smallest box which inscribes a 2D1872 triangle.1874 =inside-triangle?= determines whether a point is inside a triangle1875 in 2D pixel-space.1877 #+caption: Program to efficiently determine point inclusion1878 #+caption: in a triangle.1879 #+name: in-triangle1880 #+begin_listing clojure1881 #+BEGIN_SRC clojure1882 (defn convex-bounds1883 "Returns the smallest square containing the given vertices, as a1884 vector of integers [left top width height]."1885 [verts]1886 (let [xs (map first verts)1887 ys (map second verts)1888 x0 (Math/floor (apply min xs))1889 y0 (Math/floor (apply min ys))1890 x1 (Math/ceil (apply max xs))1891 y1 (Math/ceil (apply max ys))]1892 [x0 y0 (- x1 x0) (- y1 y0)]))1894 (defn same-side?1895 "Given the points p1 and p2 and the reference point ref, is point p1896 on the same side of the line that goes through p1 and p2 as ref is?"1897 [p1 p2 ref p]1898 (<=1899 01900 (.dot1901 (.cross (.subtract p2 p1) (.subtract p p1))1902 (.cross (.subtract p2 p1) (.subtract ref p1)))))1904 (defn inside-triangle?1905 "Is the point inside the triangle?"1906 {:author "Dylan Holmes"}1907 [#^Triangle tri #^Vector3f p]1908 (let [[vert-1 vert-2 vert-3] [(.get1 tri) (.get2 tri) (.get3 tri)]]1909 (and1910 (same-side? vert-1 vert-2 vert-3 p)1911 (same-side? vert-2 vert-3 vert-1 p)1912 (same-side? vert-3 vert-1 vert-2 p))))1913 #+END_SRC1914 #+end_listing1916 *** Feeler Coordinates1918 The triangle-related functions above make short work of1919 calculating the positions and orientations of each feeler in1920 world-space.1922 #+caption: Program to get the coordinates of ``feelers '' in1923 #+caption: both world and UV-coordinates.1924 #+name: feeler-coordinates1925 #+begin_listing clojure1926 #+BEGIN_SRC clojure1927 (defn feeler-pixel-coords1928 "Returns the coordinates of the feelers in pixel space in lists, one1929 list for each triangle, ordered in the same way as (triangles) and1930 (pixel-triangles)."1931 [#^Geometry geo image]1932 (map1933 (fn [pixel-triangle]1934 (filter1935 (fn [coord]1936 (inside-triangle? (->triangle pixel-triangle)1937 (->vector3f coord)))1938 (white-coordinates image (convex-bounds pixel-triangle))))1939 (pixel-triangles geo image)))1941 (defn feeler-world-coords1942 "Returns the coordinates of the feelers in world space in lists, one1943 list for each triangle, ordered in the same way as (triangles) and1944 (pixel-triangles)."1945 [#^Geometry geo image]1946 (let [transforms1947 (map #(triangles->affine-transform1948 (->triangle %1) (->triangle %2))1949 (pixel-triangles geo image)1950 (triangles geo))]1951 (map (fn [transform coords]1952 (map #(.mult transform (->vector3f %)) coords))1953 transforms (feeler-pixel-coords geo image))))1954 #+END_SRC1955 #+end_listing1957 #+caption: Program to get the position of the base and tip of1958 #+caption: each ``feeler''1959 #+name: feeler-tips1960 #+begin_listing clojure1961 #+BEGIN_SRC clojure1962 (defn feeler-origins1963 "The world space coordinates of the root of each feeler."1964 [#^Geometry geo image]1965 (reduce concat (feeler-world-coords geo image)))1967 (defn feeler-tips1968 "The world space coordinates of the tip of each feeler."1969 [#^Geometry geo image]1970 (let [world-coords (feeler-world-coords geo image)1971 normals1972 (map1973 (fn [triangle]1974 (.calculateNormal triangle)1975 (.clone (.getNormal triangle)))1976 (map ->triangle (triangles geo)))]1978 (mapcat (fn [origins normal]1979 (map #(.add % normal) origins))1980 world-coords normals)))1982 (defn touch-topology1983 [#^Geometry geo image]1984 (collapse (reduce concat (feeler-pixel-coords geo image))))1985 #+END_SRC1986 #+end_listing1988 *** Simulated Touch1990 Now that the functions to construct feelers are complete,1991 =touch-kernel= generates functions to be called from within a1992 simulation that perform the necessary physics collisions to1993 collect tactile data, and =touch!= recursively applies it to every1994 node in the creature.1996 #+caption: Efficient program to transform a ray from1997 #+caption: one position to another.1998 #+name: set-ray1999 #+begin_listing clojure2000 #+BEGIN_SRC clojure2001 (defn set-ray [#^Ray ray #^Matrix4f transform2002 #^Vector3f origin #^Vector3f tip]2003 ;; Doing everything locally reduces garbage collection by enough to2004 ;; be worth it.2005 (.mult transform origin (.getOrigin ray))2006 (.mult transform tip (.getDirection ray))2007 (.subtractLocal (.getDirection ray) (.getOrigin ray))2008 (.normalizeLocal (.getDirection ray)))2009 #+END_SRC2010 #+end_listing2012 #+caption: This is the core of touch in =CORTEX= each feeler2013 #+caption: follows the object it is bound to, reporting any2014 #+caption: collisions that may happen.2015 #+name: touch-kernel2016 #+begin_listing clojure2017 #+BEGIN_SRC clojure2018 (defn touch-kernel2019 "Constructs a function which will return tactile sensory data from2020 'geo when called from inside a running simulation"2021 [#^Geometry geo]2022 (if-let2023 [profile (tactile-sensor-profile geo)]2024 (let [ray-reference-origins (feeler-origins geo profile)2025 ray-reference-tips (feeler-tips geo profile)2026 ray-length (tactile-scale geo)2027 current-rays (map (fn [_] (Ray.)) ray-reference-origins)2028 topology (touch-topology geo profile)2029 correction (float (* ray-length -0.2))]2030 ;; slight tolerance for very close collisions.2031 (dorun2032 (map (fn [origin tip]2033 (.addLocal origin (.mult (.subtract tip origin)2034 correction)))2035 ray-reference-origins ray-reference-tips))2036 (dorun (map #(.setLimit % ray-length) current-rays))2037 (fn [node]2038 (let [transform (.getWorldMatrix geo)]2039 (dorun2040 (map (fn [ray ref-origin ref-tip]2041 (set-ray ray transform ref-origin ref-tip))2042 current-rays ray-reference-origins2043 ray-reference-tips))2044 (vector2045 topology2046 (vec2047 (for [ray current-rays]2048 (do2049 (let [results (CollisionResults.)]2050 (.collideWith node ray results)2051 (let [touch-objects2052 (filter #(not (= geo (.getGeometry %)))2053 results)2054 limit (.getLimit ray)]2055 [(if (empty? touch-objects)2056 limit2057 (let [response2058 (apply min (map #(.getDistance %)2059 touch-objects))]2060 (FastMath/clamp2061 (float2062 (if (> response limit) (float 0.0)2063 (+ response correction)))2064 (float 0.0)2065 limit)))2066 limit])))))))))))2067 #+END_SRC2068 #+end_listing2070 Armed with the =touch!= function, =CORTEX= becomes capable of2071 giving creatures a sense of touch. A simple test is to create a2072 cube that is outfitted with a uniform distribution of touch2073 sensors. It can feel the ground and any balls that it touches.2075 #+caption: =CORTEX= interface for creating touch in a simulated2076 #+caption: creature.2077 #+name: touch2078 #+begin_listing clojure2079 #+BEGIN_SRC clojure2080 (defn touch!2081 "Endow the creature with the sense of touch. Returns a sequence of2082 functions, one for each body part with a tactile-sensor-profile,2083 each of which when called returns sensory data for that body part."2084 [#^Node creature]2085 (filter2086 (comp not nil?)2087 (map touch-kernel2088 (filter #(isa? (class %) Geometry)2089 (node-seq creature)))))2090 #+END_SRC2091 #+end_listing2093 The tactile-sensor-profile image for the touch cube is a simple2094 cross with a uniform distribution of touch sensors:2096 #+caption: The touch profile for the touch-cube. Each pure white2097 #+caption: pixel defines a touch sensitive feeler.2098 #+name: touch-cube-uv-map2099 #+ATTR_LaTeX: :width 7cm2100 [[./images/touch-profile.png]]2102 #+caption: The touch cube reacts to cannonballs. The black, red,2103 #+caption: and white cross on the right is a visual display of2104 #+caption: the creature's touch. White means that it is feeling2105 #+caption: something strongly, black is not feeling anything,2106 #+caption: and gray is in-between. The cube can feel both the2107 #+caption: floor and the ball. Notice that when the ball causes2108 #+caption: the cube to tip, that the bottom face can still feel2109 #+caption: part of the ground.2110 #+name: touch-cube-uv-map2111 #+ATTR_LaTeX: :width 15cm2112 [[./images/touch-cube.png]]2114 ** Proprioception provides knowledge of your own body's position2116 Close your eyes, and touch your nose with your right index finger.2117 How did you do it? You could not see your hand, and neither your2118 hand nor your nose could use the sense of touch to guide the path2119 of your hand. There are no sound cues, and Taste and Smell2120 certainly don't provide any help. You know where your hand is2121 without your other senses because of Proprioception.2123 Humans can sometimes loose this sense through viral infections or2124 damage to the spinal cord or brain, and when they do, they loose2125 the ability to control their own bodies without looking directly at2126 the parts they want to move. In [[http://en.wikipedia.org/wiki/The_Man_Who_Mistook_His_Wife_for_a_Hat][The Man Who Mistook His Wife for a2127 Hat]], a woman named Christina looses this sense and has to learn how2128 to move by carefully watching her arms and legs. She describes2129 proprioception as the "eyes of the body, the way the body sees2130 itself".2132 Proprioception in humans is mediated by [[http://en.wikipedia.org/wiki/Articular_capsule][joint capsules]], [[http://en.wikipedia.org/wiki/Muscle_spindle][muscle2133 spindles]], and the [[http://en.wikipedia.org/wiki/Golgi_tendon_organ][Golgi tendon organs]]. These measure the relative2134 positions of each body part by monitoring muscle strain and length.2136 It's clear that this is a vital sense for fluid, graceful movement.2137 It's also particularly easy to implement in jMonkeyEngine.2139 My simulated proprioception calculates the relative angles of each2140 joint from the rest position defined in the blender file. This2141 simulates the muscle-spindles and joint capsules. I will deal with2142 Golgi tendon organs, which calculate muscle strain, in the next2143 section.2145 *** Helper functions2147 =absolute-angle= calculates the angle between two vectors,2148 relative to a third axis vector. This angle is the number of2149 radians you have to move counterclockwise around the axis vector2150 to get from the first to the second vector. It is not commutative2151 like a normal dot-product angle is.2153 The purpose of these functions is to build a system of angle2154 measurement that is biologically plausible.2156 #+caption: Program to measure angles along a vector2157 #+name: helpers2158 #+begin_listing clojure2159 #+BEGIN_SRC clojure2160 (defn right-handed?2161 "true iff the three vectors form a right handed coordinate2162 system. The three vectors do not have to be normalized or2163 orthogonal."2164 [vec1 vec2 vec3]2165 (pos? (.dot (.cross vec1 vec2) vec3)))2167 (defn absolute-angle2168 "The angle between 'vec1 and 'vec2 around 'axis. In the range2169 [0 (* 2 Math/PI)]."2170 [vec1 vec2 axis]2171 (let [angle (.angleBetween vec1 vec2)]2172 (if (right-handed? vec1 vec2 axis)2173 angle (- (* 2 Math/PI) angle))))2174 #+END_SRC2175 #+end_listing2177 *** Proprioception Kernel2179 Given a joint, =proprioception-kernel= produces a function that2180 calculates the Euler angles between the the objects the joint2181 connects. The only tricky part here is making the angles relative2182 to the joint's initial ``straightness''.2184 #+caption: Program to return biologically reasonable proprioceptive2185 #+caption: data for each joint.2186 #+name: proprioception2187 #+begin_listing clojure2188 #+BEGIN_SRC clojure2189 (defn proprioception-kernel2190 "Returns a function which returns proprioceptive sensory data when2191 called inside a running simulation."2192 [#^Node parts #^Node joint]2193 (let [[obj-a obj-b] (joint-targets parts joint)2194 joint-rot (.getWorldRotation joint)2195 x0 (.mult joint-rot Vector3f/UNIT_X)2196 y0 (.mult joint-rot Vector3f/UNIT_Y)2197 z0 (.mult joint-rot Vector3f/UNIT_Z)]2198 (fn []2199 (let [rot-a (.clone (.getWorldRotation obj-a))2200 rot-b (.clone (.getWorldRotation obj-b))2201 x (.mult rot-a x0)2202 y (.mult rot-a y0)2203 z (.mult rot-a z0)2205 X (.mult rot-b x0)2206 Y (.mult rot-b y0)2207 Z (.mult rot-b z0)2208 heading (Math/atan2 (.dot X z) (.dot X x))2209 pitch (Math/atan2 (.dot X y) (.dot X x))2211 ;; rotate x-vector back to origin2212 reverse2213 (doto (Quaternion.)2214 (.fromAngleAxis2215 (.angleBetween X x)2216 (let [cross (.normalize (.cross X x))]2217 (if (= 0 (.length cross)) y cross))))2218 roll (absolute-angle (.mult reverse Y) y x)]2219 [heading pitch roll]))))2221 (defn proprioception!2222 "Endow the creature with the sense of proprioception. Returns a2223 sequence of functions, one for each child of the \"joints\" node in2224 the creature, which each report proprioceptive information about2225 that joint."2226 [#^Node creature]2227 ;; extract the body's joints2228 (let [senses (map (partial proprioception-kernel creature)2229 (joints creature))]2230 (fn []2231 (map #(%) senses))))2232 #+END_SRC2233 #+end_listing2235 =proprioception!= maps =proprioception-kernel= across all the2236 joints of the creature. It uses the same list of joints that2237 =joints= uses. Proprioception is the easiest sense to implement in2238 =CORTEX=, and it will play a crucial role when efficiently2239 implementing empathy.2241 #+caption: In the upper right corner, the three proprioceptive2242 #+caption: angle measurements are displayed. Red is yaw, Green is2243 #+caption: pitch, and White is roll.2244 #+name: proprio2245 #+ATTR_LaTeX: :width 11cm2246 [[./images/proprio.png]]2248 ** Muscles contain both sensors and effectors2250 Surprisingly enough, terrestrial creatures only move by using2251 torque applied about their joints. There's not a single straight2252 line of force in the human body at all! (A straight line of force2253 would correspond to some sort of jet or rocket propulsion.)2255 In humans, muscles are composed of muscle fibers which can contract2256 to exert force. The muscle fibers which compose a muscle are2257 partitioned into discrete groups which are each controlled by a2258 single alpha motor neuron. A single alpha motor neuron might2259 control as little as three or as many as one thousand muscle2260 fibers. When the alpha motor neuron is engaged by the spinal cord,2261 it activates all of the muscle fibers to which it is attached. The2262 spinal cord generally engages the alpha motor neurons which control2263 few muscle fibers before the motor neurons which control many2264 muscle fibers. This recruitment strategy allows for precise2265 movements at low strength. The collection of all motor neurons that2266 control a muscle is called the motor pool. The brain essentially2267 says "activate 30% of the motor pool" and the spinal cord recruits2268 motor neurons until 30% are activated. Since the distribution of2269 power among motor neurons is unequal and recruitment goes from2270 weakest to strongest, the first 30% of the motor pool might be 5%2271 of the strength of the muscle.2273 My simulated muscles follow a similar design: Each muscle is2274 defined by a 1-D array of numbers (the "motor pool"). Each entry in2275 the array represents a motor neuron which controls a number of2276 muscle fibers equal to the value of the entry. Each muscle has a2277 scalar strength factor which determines the total force the muscle2278 can exert when all motor neurons are activated. The effector2279 function for a muscle takes a number to index into the motor pool,2280 and then "activates" all the motor neurons whose index is lower or2281 equal to the number. Each motor-neuron will apply force in2282 proportion to its value in the array. Lower values cause less2283 force. The lower values can be put at the "beginning" of the 1-D2284 array to simulate the layout of actual human muscles, which are2285 capable of more precise movements when exerting less force. Or, the2286 motor pool can simulate more exotic recruitment strategies which do2287 not correspond to human muscles.2289 This 1D array is defined in an image file for ease of2290 creation/visualization. Here is an example muscle profile image.2292 #+caption: A muscle profile image that describes the strengths2293 #+caption: of each motor neuron in a muscle. White is weakest2294 #+caption: and dark red is strongest. This particular pattern2295 #+caption: has weaker motor neurons at the beginning, just2296 #+caption: like human muscle.2297 #+name: muscle-recruit2298 #+ATTR_LaTeX: :width 7cm2299 [[./images/basic-muscle.png]]2301 *** Muscle meta-data2303 #+caption: Program to deal with loading muscle data from a blender2304 #+caption: file's metadata.2305 #+name: motor-pool2306 #+begin_listing clojure2307 #+BEGIN_SRC clojure2308 (defn muscle-profile-image2309 "Get the muscle-profile image from the node's blender meta-data."2310 [#^Node muscle]2311 (if-let [image (meta-data muscle "muscle")]2312 (load-image image)))2314 (defn muscle-strength2315 "Return the strength of this muscle, or 1 if it is not defined."2316 [#^Node muscle]2317 (if-let [strength (meta-data muscle "strength")]2318 strength 1))2320 (defn motor-pool2321 "Return a vector where each entry is the strength of the \"motor2322 neuron\" at that part in the muscle."2323 [#^Node muscle]2324 (let [profile (muscle-profile-image muscle)]2325 (vec2326 (let [width (.getWidth profile)]2327 (for [x (range width)]2328 (- 2552329 (bit-and2330 0x0000FF2331 (.getRGB profile x 0))))))))2332 #+END_SRC2333 #+end_listing2335 Of note here is =motor-pool= which interprets the muscle-profile2336 image in a way that allows me to use gradients between white and2337 red, instead of shades of gray as I've been using for all the2338 other senses. This is purely an aesthetic touch.2340 *** Creating muscles2342 #+caption: This is the core movement function in =CORTEX=, which2343 #+caption: implements muscles that report on their activation.2344 #+name: muscle-kernel2345 #+begin_listing clojure2346 #+BEGIN_SRC clojure2347 (defn movement-kernel2348 "Returns a function which when called with a integer value inside a2349 running simulation will cause movement in the creature according2350 to the muscle's position and strength profile. Each function2351 returns the amount of force applied / max force."2352 [#^Node creature #^Node muscle]2353 (let [target (closest-node creature muscle)2354 axis2355 (.mult (.getWorldRotation muscle) Vector3f/UNIT_Y)2356 strength (muscle-strength muscle)2358 pool (motor-pool muscle)2359 pool-integral (reductions + pool)2360 forces2361 (vec (map #(float (* strength (/ % (last pool-integral))))2362 pool-integral))2363 control (.getControl target RigidBodyControl)]2364 ;;(println-repl (.getName target) axis)2365 (fn [n]2366 (let [pool-index (max 0 (min n (dec (count pool))))2367 force (forces pool-index)]2368 (.applyTorque control (.mult axis force))2369 (float (/ force strength))))))2371 (defn movement!2372 "Endow the creature with the power of movement. Returns a sequence2373 of functions, each of which accept an integer value and will2374 activate their corresponding muscle."2375 [#^Node creature]2376 (for [muscle (muscles creature)]2377 (movement-kernel creature muscle)))2378 #+END_SRC2379 #+end_listing2382 =movement-kernel= creates a function that will move the nearest2383 physical object to the muscle node. The muscle exerts a rotational2384 force dependent on it's orientation to the object in the blender2385 file. The function returned by =movement-kernel= is also a sense2386 function: it returns the percent of the total muscle strength that2387 is currently being employed. This is analogous to muscle tension2388 in humans and completes the sense of proprioception begun in the2389 last section.2391 ** =CORTEX= brings complex creatures to life!2393 The ultimate test of =CORTEX= is to create a creature with the full2394 gamut of senses and put it though its paces.2396 With all senses enabled, my right hand model looks like an2397 intricate marionette hand with several strings for each finger:2399 #+caption: View of the hand model with all sense nodes. You can see2400 #+caption: the joint, muscle, ear, and eye nodes here.2401 #+name: hand-nodes-12402 #+ATTR_LaTeX: :width 11cm2403 [[./images/hand-with-all-senses2.png]]2405 #+caption: An alternate view of the hand.2406 #+name: hand-nodes-22407 #+ATTR_LaTeX: :width 15cm2408 [[./images/hand-with-all-senses3.png]]2410 With the hand fully rigged with senses, I can run it though a test2411 that will test everything.2413 #+caption: A full test of the hand with all senses. Note especially2414 #+caption: the interactions the hand has with itself: it feels2415 #+caption: its own palm and fingers, and when it curls its fingers,2416 #+caption: it sees them with its eye (which is located in the center2417 #+caption: of the palm. The red block appears with a pure tone sound.2418 #+caption: The hand then uses its muscles to launch the cube!2419 #+name: integration2420 #+ATTR_LaTeX: :width 16cm2421 [[./images/integration.png]]2423 ** =CORTEX= enables many possibilities for further research2425 Often times, the hardest part of building a system involving2426 creatures is dealing with physics and graphics. =CORTEX= removes2427 much of this initial difficulty and leaves researchers free to2428 directly pursue their ideas. I hope that even undergrads with a2429 passing curiosity about simulated touch or creature evolution will2430 be able to use cortex for experimentation. =CORTEX= is a completely2431 simulated world, and far from being a disadvantage, its simulated2432 nature enables you to create senses and creatures that would be2433 impossible to make in the real world.2435 While not by any means a complete list, here are some paths2436 =CORTEX= is well suited to help you explore:2438 - Empathy :: my empathy program leaves many areas for2439 improvement, among which are using vision to infer2440 proprioception and looking up sensory experience with imagined2441 vision, touch, and sound.2442 - Evolution :: Karl Sims created a rich environment for2443 simulating the evolution of creatures on a connection2444 machine. Today, this can be redone and expanded with =CORTEX=2445 on an ordinary computer.2446 - Exotic senses :: Cortex enables many fascinating senses that are2447 not possible to build in the real world. For example,2448 telekinesis is an interesting avenue to explore. You can also2449 make a ``semantic'' sense which looks up metadata tags on2450 objects in the environment the metadata tags might contain2451 other sensory information.2452 - Imagination via subworlds :: this would involve a creature with2453 an effector which creates an entire new sub-simulation where2454 the creature has direct control over placement/creation of2455 objects via simulated telekinesis. The creature observes this2456 sub-world through it's normal senses and uses its observations2457 to make predictions about its top level world.2458 - Simulated prescience :: step the simulation forward a few ticks,2459 gather sensory data, then supply this data for the creature as2460 one of its actual senses. The cost of prescience is slowing2461 the simulation down by a factor proportional to however far2462 you want the entities to see into the future. What happens2463 when two evolved creatures that can each see into the future2464 fight each other?2465 - Swarm creatures :: Program a group of creatures that cooperate2466 with each other. Because the creatures would be simulated, you2467 could investigate computationally complex rules of behavior2468 which still, from the group's point of view, would happen in2469 ``real time''. Interactions could be as simple as cellular2470 organisms communicating via flashing lights, or as complex as2471 humanoids completing social tasks, etc.2472 - =HACKER= for writing muscle-control programs :: Presented with2473 low-level muscle control/ sense API, generate higher level2474 programs for accomplishing various stated goals. Example goals2475 might be "extend all your fingers" or "move your hand into the2476 area with blue light" or "decrease the angle of this joint".2477 It would be like Sussman's HACKER, except it would operate2478 with much more data in a more realistic world. Start off with2479 "calisthenics" to develop subroutines over the motor control2480 API. This would be the "spinal chord" of a more intelligent2481 creature. The low level programming code might be a turning2482 machine that could develop programs to iterate over a "tape"2483 where each entry in the tape could control recruitment of the2484 fibers in a muscle.2485 - Sense fusion :: There is much work to be done on sense2486 integration -- building up a coherent picture of the world and2487 the things in it with =CORTEX= as a base, you can explore2488 concepts like self-organizing maps or cross modal clustering2489 in ways that have never before been tried.2490 - Inverse kinematics :: experiments in sense guided motor control2491 are easy given =CORTEX='s support -- you can get right to the2492 hard control problems without worrying about physics or2493 senses.2495 * =EMPATH=: action recognition in a simulated worm2497 Here I develop a computational model of empathy, using =CORTEX= as a2498 base. Empathy in this context is the ability to observe another2499 creature and infer what sorts of sensations that creature is2500 feeling. My empathy algorithm involves multiple phases. First is2501 free-play, where the creature moves around and gains sensory2502 experience. From this experience I construct a representation of the2503 creature's sensory state space, which I call \Phi-space. Using2504 \Phi-space, I construct an efficient function which takes the2505 limited data that comes from observing another creature and enriches2506 it full compliment of imagined sensory data. I can then use the2507 imagined sensory data to recognize what the observed creature is2508 doing and feeling, using straightforward embodied action predicates.2509 This is all demonstrated with using a simple worm-like creature, and2510 recognizing worm-actions based on limited data.2512 #+caption: Here is the worm with which we will be working.2513 #+caption: It is composed of 5 segments. Each segment has a2514 #+caption: pair of extensor and flexor muscles. Each of the2515 #+caption: worm's four joints is a hinge joint which allows2516 #+caption: about 30 degrees of rotation to either side. Each segment2517 #+caption: of the worm is touch-capable and has a uniform2518 #+caption: distribution of touch sensors on each of its faces.2519 #+caption: Each joint has a proprioceptive sense to detect2520 #+caption: relative positions. The worm segments are all the2521 #+caption: same except for the first one, which has a much2522 #+caption: higher weight than the others to allow for easy2523 #+caption: manual motor control.2524 #+name: basic-worm-view2525 #+ATTR_LaTeX: :width 10cm2526 [[./images/basic-worm-view.png]]2528 #+caption: Program for reading a worm from a blender file and2529 #+caption: outfitting it with the senses of proprioception,2530 #+caption: touch, and the ability to move, as specified in the2531 #+caption: blender file.2532 #+name: get-worm2533 #+begin_listing clojure2534 #+begin_src clojure2535 (defn worm []2536 (let [model (load-blender-model "Models/worm/worm.blend")]2537 {:body (doto model (body!))2538 :touch (touch! model)2539 :proprioception (proprioception! model)2540 :muscles (movement! model)}))2541 #+end_src2542 #+end_listing2544 ** Embodiment factors action recognition into manageable parts2546 Using empathy, I divide the problem of action recognition into a2547 recognition process expressed in the language of a full compliment2548 of senses, and an imaginative process that generates full sensory2549 data from partial sensory data. Splitting the action recognition2550 problem in this manner greatly reduces the total amount of work to2551 recognize actions: The imaginative process is mostly just matching2552 previous experience, and the recognition process gets to use all2553 the senses to directly describe any action.2555 ** Action recognition is easy with a full gamut of senses2557 Embodied representations using multiple senses such as touch,2558 proprioception, and muscle tension turns out be be exceedingly2559 efficient at describing body-centered actions. It is the ``right2560 language for the job''. For example, it takes only around 5 lines2561 of LISP code to describe the action of ``curling'' using embodied2562 primitives. It takes about 10 lines to describe the seemingly2563 complicated action of wiggling.2565 The following action predicates each take a stream of sensory2566 experience, observe however much of it they desire, and decide2567 whether the worm is doing the action they describe. =curled?=2568 relies on proprioception, =resting?= relies on touch, =wiggling?=2569 relies on a Fourier analysis of muscle contraction, and2570 =grand-circle?= relies on touch and reuses =curled?= as a guard.2572 #+caption: Program for detecting whether the worm is curled. This is the2573 #+caption: simplest action predicate, because it only uses the last frame2574 #+caption: of sensory experience, and only uses proprioceptive data. Even2575 #+caption: this simple predicate, however, is automatically frame2576 #+caption: independent and ignores vermopomorphic differences such as2577 #+caption: worm textures and colors.2578 #+name: curled2579 #+begin_listing clojure2580 #+begin_src clojure2581 (defn curled?2582 "Is the worm curled up?"2583 [experiences]2584 (every?2585 (fn [[_ _ bend]]2586 (> (Math/sin bend) 0.64))2587 (:proprioception (peek experiences))))2588 #+end_src2589 #+end_listing2591 #+caption: Program for summarizing the touch information in a patch2592 #+caption: of skin.2593 #+name: touch-summary2594 #+begin_listing clojure2595 #+begin_src clojure2596 (defn contact2597 "Determine how much contact a particular worm segment has with2598 other objects. Returns a value between 0 and 1, where 1 is full2599 contact and 0 is no contact."2600 [touch-region [coords contact :as touch]]2601 (-> (zipmap coords contact)2602 (select-keys touch-region)2603 (vals)2604 (#(map first %))2605 (average)2606 (* 10)2607 (- 1)2608 (Math/abs)))2609 #+end_src2610 #+end_listing2613 #+caption: Program for detecting whether the worm is at rest. This program2614 #+caption: uses a summary of the tactile information from the underbelly2615 #+caption: of the worm, and is only true if every segment is touching the2616 #+caption: floor. Note that this function contains no references to2617 #+caption: proprioception at all.2618 #+name: resting2619 #+begin_listing clojure2620 #+begin_src clojure2621 (def worm-segment-bottom (rect-region [8 15] [14 22]))2623 (defn resting?2624 "Is the worm resting on the ground?"2625 [experiences]2626 (every?2627 (fn [touch-data]2628 (< 0.9 (contact worm-segment-bottom touch-data)))2629 (:touch (peek experiences))))2630 #+end_src2631 #+end_listing2633 #+caption: Program for detecting whether the worm is curled up into a2634 #+caption: full circle. Here the embodied approach begins to shine, as2635 #+caption: I am able to both use a previous action predicate (=curled?=)2636 #+caption: as well as the direct tactile experience of the head and tail.2637 #+name: grand-circle2638 #+begin_listing clojure2639 #+begin_src clojure2640 (def worm-segment-bottom-tip (rect-region [15 15] [22 22]))2642 (def worm-segment-top-tip (rect-region [0 15] [7 22]))2644 (defn grand-circle?2645 "Does the worm form a majestic circle (one end touching the other)?"2646 [experiences]2647 (and (curled? experiences)2648 (let [worm-touch (:touch (peek experiences))2649 tail-touch (worm-touch 0)2650 head-touch (worm-touch 4)]2651 (and (< 0.55 (contact worm-segment-bottom-tip tail-touch))2652 (< 0.55 (contact worm-segment-top-tip head-touch))))))2653 #+end_src2654 #+end_listing2657 #+caption: Program for detecting whether the worm has been wiggling for2658 #+caption: the last few frames. It uses a Fourier analysis of the muscle2659 #+caption: contractions of the worm's tail to determine wiggling. This is2660 #+caption: significant because there is no particular frame that clearly2661 #+caption: indicates that the worm is wiggling --- only when multiple frames2662 #+caption: are analyzed together is the wiggling revealed. Defining2663 #+caption: wiggling this way also gives the worm an opportunity to learn2664 #+caption: and recognize ``frustrated wiggling'', where the worm tries to2665 #+caption: wiggle but can't. Frustrated wiggling is very visually different2666 #+caption: from actual wiggling, but this definition gives it to us for free.2667 #+name: wiggling2668 #+begin_listing clojure2669 #+begin_src clojure2670 (defn fft [nums]2671 (map2672 #(.getReal %)2673 (.transform2674 (FastFourierTransformer. DftNormalization/STANDARD)2675 (double-array nums) TransformType/FORWARD)))2677 (def indexed (partial map-indexed vector))2679 (defn max-indexed [s]2680 (first (sort-by (comp - second) (indexed s))))2682 (defn wiggling?2683 "Is the worm wiggling?"2684 [experiences]2685 (let [analysis-interval 0x40]2686 (when (> (count experiences) analysis-interval)2687 (let [a-flex 32688 a-ex 22689 muscle-activity2690 (map :muscle (vector:last-n experiences analysis-interval))2691 base-activity2692 (map #(- (% a-flex) (% a-ex)) muscle-activity)]2693 (= 22694 (first2695 (max-indexed2696 (map #(Math/abs %)2697 (take 20 (fft base-activity))))))))))2698 #+end_src2699 #+end_listing2701 With these action predicates, I can now recognize the actions of2702 the worm while it is moving under my control and I have access to2703 all the worm's senses.2705 #+caption: Use the action predicates defined earlier to report on2706 #+caption: what the worm is doing while in simulation.2707 #+name: report-worm-activity2708 #+begin_listing clojure2709 #+begin_src clojure2710 (defn debug-experience2711 [experiences text]2712 (cond2713 (grand-circle? experiences) (.setText text "Grand Circle")2714 (curled? experiences) (.setText text "Curled")2715 (wiggling? experiences) (.setText text "Wiggling")2716 (resting? experiences) (.setText text "Resting")))2717 #+end_src2718 #+end_listing2720 #+caption: Using =debug-experience=, the body-centered predicates2721 #+caption: work together to classify the behavior of the worm.2722 #+caption: the predicates are operating with access to the worm's2723 #+caption: full sensory data.2724 #+name: basic-worm-view2725 #+ATTR_LaTeX: :width 10cm2726 [[./images/worm-identify-init.png]]2728 These action predicates satisfy the recognition requirement of an2729 empathic recognition system. There is power in the simplicity of2730 the action predicates. They describe their actions without getting2731 confused in visual details of the worm. Each one is frame2732 independent, but more than that, they are each independent of2733 irrelevant visual details of the worm and the environment. They2734 will work regardless of whether the worm is a different color or2735 heavily textured, or if the environment has strange lighting.2737 The trick now is to make the action predicates work even when the2738 sensory data on which they depend is absent. If I can do that, then2739 I will have gained much,2741 ** \Phi-space describes the worm's experiences2743 As a first step towards building empathy, I need to gather all of2744 the worm's experiences during free play. I use a simple vector to2745 store all the experiences.2747 Each element of the experience vector exists in the vast space of2748 all possible worm-experiences. Most of this vast space is actually2749 unreachable due to physical constraints of the worm's body. For2750 example, the worm's segments are connected by hinge joints that put2751 a practical limit on the worm's range of motions without limiting2752 its degrees of freedom. Some groupings of senses are impossible;2753 the worm can not be bent into a circle so that its ends are2754 touching and at the same time not also experience the sensation of2755 touching itself.2757 As the worm moves around during free play and its experience vector2758 grows larger, the vector begins to define a subspace which is all2759 the sensations the worm can practically experience during normal2760 operation. I call this subspace \Phi-space, short for2761 physical-space. The experience vector defines a path through2762 \Phi-space. This path has interesting properties that all derive2763 from physical embodiment. The proprioceptive components are2764 completely smooth, because in order for the worm to move from one2765 position to another, it must pass through the intermediate2766 positions. The path invariably forms loops as actions are repeated.2767 Finally and most importantly, proprioception actually gives very2768 strong inference about the other senses. For example, when the worm2769 is flat, you can infer that it is touching the ground and that its2770 muscles are not active, because if the muscles were active, the2771 worm would be moving and would not be perfectly flat. In order to2772 stay flat, the worm has to be touching the ground, or it would2773 again be moving out of the flat position due to gravity. If the2774 worm is positioned in such a way that it interacts with itself,2775 then it is very likely to be feeling the same tactile feelings as2776 the last time it was in that position, because it has the same body2777 as then. If you observe multiple frames of proprioceptive data,2778 then you can become increasingly confident about the exact2779 activations of the worm's muscles, because it generally takes a2780 unique combination of muscle contractions to transform the worm's2781 body along a specific path through \Phi-space.2783 There is a simple way of taking \Phi-space and the total ordering2784 provided by an experience vector and reliably inferring the rest of2785 the senses.2787 ** Empathy is the process of tracing though \Phi-space2789 Here is the core of a basic empathy algorithm, starting with an2790 experience vector:2792 First, group the experiences into tiered proprioceptive bins. I use2793 powers of 10 and 3 bins, and the smallest bin has an approximate2794 size of 0.001 radians in all proprioceptive dimensions.2796 Then, given a sequence of proprioceptive input, generate a set of2797 matching experience records for each input, using the tiered2798 proprioceptive bins.2800 Finally, to infer sensory data, select the longest consecutive chain2801 of experiences. Consecutive experience means that the experiences2802 appear next to each other in the experience vector.2804 This algorithm has three advantages:2806 1. It's simple2808 3. It's very fast -- retrieving possible interpretations takes2809 constant time. Tracing through chains of interpretations takes2810 time proportional to the average number of experiences in a2811 proprioceptive bin. Redundant experiences in \Phi-space can be2812 merged to save computation.2814 2. It protects from wrong interpretations of transient ambiguous2815 proprioceptive data. For example, if the worm is flat for just2816 an instant, this flatness will not be interpreted as implying2817 that the worm has its muscles relaxed, since the flatness is2818 part of a longer chain which includes a distinct pattern of2819 muscle activation. Markov chains or other memoryless statistical2820 models that operate on individual frames may very well make this2821 mistake.2823 #+caption: Program to convert an experience vector into a2824 #+caption: proprioceptively binned lookup function.2825 #+name: bin2826 #+begin_listing clojure2827 #+begin_src clojure2828 (defn bin [digits]2829 (fn [angles]2830 (->> angles2831 (flatten)2832 (map (juxt #(Math/sin %) #(Math/cos %)))2833 (flatten)2834 (mapv #(Math/round (* % (Math/pow 10 (dec digits))))))))2836 (defn gen-phi-scan2837 "Nearest-neighbors with binning. Only returns a result if2838 the proprioceptive data is within 10% of a previously recorded2839 result in all dimensions."2840 [phi-space]2841 (let [bin-keys (map bin [3 2 1])2842 bin-maps2843 (map (fn [bin-key]2844 (group-by2845 (comp bin-key :proprioception phi-space)2846 (range (count phi-space)))) bin-keys)2847 lookups (map (fn [bin-key bin-map]2848 (fn [proprio] (bin-map (bin-key proprio))))2849 bin-keys bin-maps)]2850 (fn lookup [proprio-data]2851 (set (some #(% proprio-data) lookups)))))2852 #+end_src2853 #+end_listing2855 #+caption: =longest-thread= finds the longest path of consecutive2856 #+caption: experiences to explain proprioceptive worm data.2857 #+name: phi-space-history-scan2858 #+ATTR_LaTeX: :width 10cm2859 [[./images/aurellem-gray.png]]2861 =longest-thread= infers sensory data by stitching together pieces2862 from previous experience. It prefers longer chains of previous2863 experience to shorter ones. For example, during training the worm2864 might rest on the ground for one second before it performs its2865 exercises. If during recognition the worm rests on the ground for2866 five seconds, =longest-thread= will accommodate this five second2867 rest period by looping the one second rest chain five times.2869 =longest-thread= takes time proportional to the average number of2870 entries in a proprioceptive bin, because for each element in the2871 starting bin it performs a series of set lookups in the preceding2872 bins. If the total history is limited, then this is only a constant2873 multiple times the number of entries in the starting bin. This2874 analysis also applies even if the action requires multiple longest2875 chains -- it's still the average number of entries in a2876 proprioceptive bin times the desired chain length. Because2877 =longest-thread= is so efficient and simple, I can interpret2878 worm-actions in real time.2880 #+caption: Program to calculate empathy by tracing though \Phi-space2881 #+caption: and finding the longest (ie. most coherent) interpretation2882 #+caption: of the data.2883 #+name: longest-thread2884 #+begin_listing clojure2885 #+begin_src clojure2886 (defn longest-thread2887 "Find the longest thread from phi-index-sets. The index sets should2888 be ordered from most recent to least recent."2889 [phi-index-sets]2890 (loop [result '()2891 [thread-bases & remaining :as phi-index-sets] phi-index-sets]2892 (if (empty? phi-index-sets)2893 (vec result)2894 (let [threads2895 (for [thread-base thread-bases]2896 (loop [thread (list thread-base)2897 remaining remaining]2898 (let [next-index (dec (first thread))]2899 (cond (empty? remaining) thread2900 (contains? (first remaining) next-index)2901 (recur2902 (cons next-index thread) (rest remaining))2903 :else thread))))2904 longest-thread2905 (reduce (fn [thread-a thread-b]2906 (if (> (count thread-a) (count thread-b))2907 thread-a thread-b))2908 '(nil)2909 threads)]2910 (recur (concat longest-thread result)2911 (drop (count longest-thread) phi-index-sets))))))2912 #+end_src2913 #+end_listing2915 There is one final piece, which is to replace missing sensory data2916 with a best-guess estimate. While I could fill in missing data by2917 using a gradient over the closest known sensory data points,2918 averages can be misleading. It is certainly possible to create an2919 impossible sensory state by averaging two possible sensory states.2920 Therefore, I simply replicate the most recent sensory experience to2921 fill in the gaps.2923 #+caption: Fill in blanks in sensory experience by replicating the most2924 #+caption: recent experience.2925 #+name: infer-nils2926 #+begin_listing clojure2927 #+begin_src clojure2928 (defn infer-nils2929 "Replace nils with the next available non-nil element in the2930 sequence, or barring that, 0."2931 [s]2932 (loop [i (dec (count s))2933 v (transient s)]2934 (if (zero? i) (persistent! v)2935 (if-let [cur (v i)]2936 (if (get v (dec i) 0)2937 (recur (dec i) v)2938 (recur (dec i) (assoc! v (dec i) cur)))2939 (recur i (assoc! v i 0))))))2940 #+end_src2941 #+end_listing2943 ** =EMPATH= recognizes actions efficiently2945 To use =EMPATH= with the worm, I first need to gather a set of2946 experiences from the worm that includes the actions I want to2947 recognize. The =generate-phi-space= program (listing2948 \ref{generate-phi-space} runs the worm through a series of2949 exercises and gatherers those experiences into a vector. The2950 =do-all-the-things= program is a routine expressed in a simple2951 muscle contraction script language for automated worm control. It2952 causes the worm to rest, curl, and wiggle over about 700 frames2953 (approx. 11 seconds).2955 #+caption: Program to gather the worm's experiences into a vector for2956 #+caption: further processing. The =motor-control-program= line uses2957 #+caption: a motor control script that causes the worm to execute a series2958 #+caption: of ``exercises'' that include all the action predicates.2959 #+name: generate-phi-space2960 #+begin_listing clojure2961 #+begin_src clojure2962 (def do-all-the-things2963 (concat2964 curl-script2965 [[300 :d-ex 40]2966 [320 :d-ex 0]]2967 (shift-script 280 (take 16 wiggle-script))))2969 (defn generate-phi-space []2970 (let [experiences (atom [])]2971 (run-world2972 (apply-map2973 worm-world2974 (merge2975 (worm-world-defaults)2976 {:end-frame 7002977 :motor-control2978 (motor-control-program worm-muscle-labels do-all-the-things)2979 :experiences experiences})))2980 @experiences))2981 #+end_src2982 #+end_listing2984 #+caption: Use longest thread and a phi-space generated from a short2985 #+caption: exercise routine to interpret actions during free play.2986 #+name: empathy-debug2987 #+begin_listing clojure2988 #+begin_src clojure2989 (defn init []2990 (def phi-space (generate-phi-space))2991 (def phi-scan (gen-phi-scan phi-space)))2993 (defn empathy-demonstration []2994 (let [proprio (atom ())]2995 (fn2996 [experiences text]2997 (let [phi-indices (phi-scan (:proprioception (peek experiences)))]2998 (swap! proprio (partial cons phi-indices))2999 (let [exp-thread (longest-thread (take 300 @proprio))3000 empathy (mapv phi-space (infer-nils exp-thread))]3001 (println-repl (vector:last-n exp-thread 22))3002 (cond3003 (grand-circle? empathy) (.setText text "Grand Circle")3004 (curled? empathy) (.setText text "Curled")3005 (wiggling? empathy) (.setText text "Wiggling")3006 (resting? empathy) (.setText text "Resting")3007 :else (.setText text "Unknown")))))))3009 (defn empathy-experiment [record]3010 (.start (worm-world :experience-watch (debug-experience-phi)3011 :record record :worm worm*)))3012 #+end_src3013 #+end_listing3015 The result of running =empathy-experiment= is that the system is3016 generally able to interpret worm actions using the action-predicates3017 on simulated sensory data just as well as with actual data. Figure3018 \ref{empathy-debug-image} was generated using =empathy-experiment=:3020 #+caption: From only proprioceptive data, =EMPATH= was able to infer3021 #+caption: the complete sensory experience and classify four poses3022 #+caption: (The last panel shows a composite image of /wiggling/,3023 #+caption: a dynamic pose.)3024 #+name: empathy-debug-image3025 #+ATTR_LaTeX: :width 10cm :placement [H]3026 [[./images/empathy-1.png]]3028 One way to measure the performance of =EMPATH= is to compare the3029 suitability of the imagined sense experience to trigger the same3030 action predicates as the real sensory experience.3032 #+caption: Determine how closely empathy approximates actual3033 #+caption: sensory data.3034 #+name: test-empathy-accuracy3035 #+begin_listing clojure3036 #+begin_src clojure3037 (def worm-action-label3038 (juxt grand-circle? curled? wiggling?))3040 (defn compare-empathy-with-baseline [matches]3041 (let [proprio (atom ())]3042 (fn3043 [experiences text]3044 (let [phi-indices (phi-scan (:proprioception (peek experiences)))]3045 (swap! proprio (partial cons phi-indices))3046 (let [exp-thread (longest-thread (take 300 @proprio))3047 empathy (mapv phi-space (infer-nils exp-thread))3048 experience-matches-empathy3049 (= (worm-action-label experiences)3050 (worm-action-label empathy))]3051 (println-repl experience-matches-empathy)3052 (swap! matches #(conj % experience-matches-empathy)))))))3054 (defn accuracy [v]3055 (float (/ (count (filter true? v)) (count v))))3057 (defn test-empathy-accuracy []3058 (let [res (atom [])]3059 (run-world3060 (worm-world :experience-watch3061 (compare-empathy-with-baseline res)3062 :worm worm*))3063 (accuracy @res)))3064 #+end_src3065 #+end_listing3067 Running =test-empathy-accuracy= using the very short exercise3068 program defined in listing \ref{generate-phi-space}, and then doing3069 a similar pattern of activity manually yields an accuracy of around3070 73%. This is based on very limited worm experience. By training the3071 worm for longer, the accuracy dramatically improves.3073 #+caption: Program to generate \Phi-space using manual training.3074 #+name: manual-phi-space3075 #+begin_listing clojure3076 #+begin_src clojure3077 (defn init-interactive []3078 (def phi-space3079 (let [experiences (atom [])]3080 (run-world3081 (apply-map3082 worm-world3083 (merge3084 (worm-world-defaults)3085 {:experiences experiences})))3086 @experiences))3087 (def phi-scan (gen-phi-scan phi-space)))3088 #+end_src3089 #+end_listing3091 After about 1 minute of manual training, I was able to achieve 95%3092 accuracy on manual testing of the worm using =init-interactive= and3093 =test-empathy-accuracy=. The majority of errors are near the3094 boundaries of transitioning from one type of action to another.3095 During these transitions the exact label for the action is more open3096 to interpretation, and disagreement between empathy and experience3097 is more excusable.3099 ** Digression: Learn touch sensor layout through free play3101 In the previous section I showed how to compute actions in terms of3102 body-centered predicates which relied on the average touch3103 activation of pre-defined regions of the worm's skin. What if,3104 instead of receiving touch pre-grouped into the six faces of each3105 worm segment, the true topology of the worm's skin was unknown?3106 This is more similar to how a nerve fiber bundle might be3107 arranged. While two fibers that are close in a nerve bundle /might/3108 correspond to two touch sensors that are close together on the3109 skin, the process of taking a complicated surface and forcing it3110 into essentially a circle requires some cuts and rearrangements.3112 In this section I show how to automatically learn the skin-topology of3113 a worm segment by free exploration. As the worm rolls around on the3114 floor, large sections of its surface get activated. If the worm has3115 stopped moving, then whatever region of skin that is touching the3116 floor is probably an important region, and should be recorded.3118 #+caption: Program to detect whether the worm is in a resting state3119 #+caption: with one face touching the floor.3120 #+name: pure-touch3121 #+begin_listing clojure3122 #+begin_src clojure3123 (def full-contact [(float 0.0) (float 0.1)])3125 (defn pure-touch?3126 "This is worm specific code to determine if a large region of touch3127 sensors is either all on or all off."3128 [[coords touch :as touch-data]]3129 (= (set (map first touch)) (set full-contact)))3130 #+end_src3131 #+end_listing3133 After collecting these important regions, there will many nearly3134 similar touch regions. While for some purposes the subtle3135 differences between these regions will be important, for my3136 purposes I collapse them into mostly non-overlapping sets using3137 =remove-similar= in listing \ref{remove-similar}3139 #+caption: Program to take a list of sets of points and ``collapse them''3140 #+caption: so that the remaining sets in the list are significantly3141 #+caption: different from each other. Prefer smaller sets to larger ones.3142 #+name: remove-similar3143 #+begin_listing clojure3144 #+begin_src clojure3145 (defn remove-similar3146 [coll]3147 (loop [result () coll (sort-by (comp - count) coll)]3148 (if (empty? coll) result3149 (let [[x & xs] coll3150 c (count x)]3151 (if (some3152 (fn [other-set]3153 (let [oc (count other-set)]3154 (< (- (count (union other-set x)) c) (* oc 0.1))))3155 xs)3156 (recur result xs)3157 (recur (cons x result) xs))))))3158 #+end_src3159 #+end_listing3161 Actually running this simulation is easy given =CORTEX='s facilities.3163 #+caption: Collect experiences while the worm moves around. Filter the touch3164 #+caption: sensations by stable ones, collapse similar ones together,3165 #+caption: and report the regions learned.3166 #+name: learn-touch3167 #+begin_listing clojure3168 #+begin_src clojure3169 (defn learn-touch-regions []3170 (let [experiences (atom [])3171 world (apply-map3172 worm-world3173 (assoc (worm-segment-defaults)3174 :experiences experiences))]3175 (run-world world)3176 (->>3177 @experiences3178 (drop 175)3179 ;; access the single segment's touch data3180 (map (comp first :touch))3181 ;; only deal with "pure" touch data to determine surfaces3182 (filter pure-touch?)3183 ;; associate coordinates with touch values3184 (map (partial apply zipmap))3185 ;; select those regions where contact is being made3186 (map (partial group-by second))3187 (map #(get % full-contact))3188 (map (partial map first))3189 ;; remove redundant/subset regions3190 (map set)3191 remove-similar)))3193 (defn learn-and-view-touch-regions []3194 (map view-touch-region3195 (learn-touch-regions)))3196 #+end_src3197 #+end_listing3199 The only thing remaining to define is the particular motion the worm3200 must take. I accomplish this with a simple motor control program.3202 #+caption: Motor control program for making the worm roll on the ground.3203 #+caption: This could also be replaced with random motion.3204 #+name: worm-roll3205 #+begin_listing clojure3206 #+begin_src clojure3207 (defn touch-kinesthetics []3208 [[170 :lift-1 40]3209 [190 :lift-1 19]3210 [206 :lift-1 0]3212 [400 :lift-2 40]3213 [410 :lift-2 0]3215 [570 :lift-2 40]3216 [590 :lift-2 21]3217 [606 :lift-2 0]3219 [800 :lift-1 30]3220 [809 :lift-1 0]3222 [900 :roll-2 40]3223 [905 :roll-2 20]3224 [910 :roll-2 0]3226 [1000 :roll-2 40]3227 [1005 :roll-2 20]3228 [1010 :roll-2 0]3230 [1100 :roll-2 40]3231 [1105 :roll-2 20]3232 [1110 :roll-2 0]3233 ])3234 #+end_src3235 #+end_listing3238 #+caption: The small worm rolls around on the floor, driven3239 #+caption: by the motor control program in listing \ref{worm-roll}.3240 #+name: worm-roll3241 #+ATTR_LaTeX: :width 12cm3242 [[./images/worm-roll.png]]3245 #+caption: After completing its adventures, the worm now knows3246 #+caption: how its touch sensors are arranged along its skin. These3247 #+caption: are the regions that were deemed important by3248 #+caption: =learn-touch-regions=. Note that the worm has discovered3249 #+caption: that it has six sides.3250 #+name: worm-touch-map3251 #+ATTR_LaTeX: :width 12cm3252 [[./images/touch-learn.png]]3254 While simple, =learn-touch-regions= exploits regularities in both3255 the worm's physiology and the worm's environment to correctly3256 deduce that the worm has six sides. Note that =learn-touch-regions=3257 would work just as well even if the worm's touch sense data were3258 completely scrambled. The cross shape is just for convenience. This3259 example justifies the use of pre-defined touch regions in =EMPATH=.3261 * Contributions3263 In this thesis you have seen the =CORTEX= system, a complete3264 environment for creating simulated creatures. You have seen how to3265 implement five senses: touch, proprioception, hearing, vision, and3266 muscle tension. You have seen how to create new creatures using3267 blender, a 3D modeling tool. I hope that =CORTEX= will be useful in3268 further research projects. To this end I have included the full3269 source to =CORTEX= along with a large suite of tests and examples. I3270 have also created a user guide for =CORTEX= which is included in an3271 appendix to this thesis.3273 You have also seen how I used =CORTEX= as a platform to attach the3274 /action recognition/ problem, which is the problem of recognizing3275 actions in video. You saw a simple system called =EMPATH= which3276 identifies actions by first describing actions in a body-centered,3277 rich sense language, then inferring a full range of sensory3278 experience from limited data using previous experience gained from3279 free play.3281 As a minor digression, you also saw how I used =CORTEX= to enable a3282 tiny worm to discover the topology of its skin simply by rolling on3283 the ground.3285 In conclusion, the main contributions of this thesis are:3287 - =CORTEX=, a comprehensive platform for embodied AI experiments.3288 =CORTEX= supports many features lacking in other systems, such3289 proper simulation of hearing. It is easy to create new =CORTEX=3290 creatures using Blender, a free 3D modeling program.3292 - =EMPATH=, which uses =CORTEX= to identify the actions of a3293 worm-like creature using a computational model of empathy.3295 #+BEGIN_LaTeX3296 \appendix3297 #+END_LaTeX3299 * Appendix: =CORTEX= User Guide3301 Those who write a thesis should endeavor to make their code not only3302 accessible, but actually usable, as a way to pay back the community3303 that made the thesis possible in the first place. This thesis would3304 not be possible without Free Software such as jMonkeyEngine3,3305 Blender, clojure, emacs, ffmpeg, and many other tools. That is why I3306 have included this user guide, in the hope that someone else might3307 find =CORTEX= useful.3309 ** Obtaining =CORTEX=3311 You can get cortex from its mercurial repository at3312 http://hg.bortreb.com/cortex. You may also download =CORTEX=3313 releases at http://aurellem.org/cortex/releases/. As a condition of3314 making this thesis, I have also provided Professor Winston the3315 =CORTEX= source, and he knows how to run the demos and get started.3316 You may also email me at =cortex@aurellem.org= and I may help where3317 I can.3319 ** Running =CORTEX=3321 =CORTEX= comes with README and INSTALL files that will guide you3322 through installation and running the test suite. In particular you3323 should look at test =cortex.test= which contains test suites that3324 run through all senses and multiple creatures.3326 ** Creating creatures3328 Creatures are created using /Blender/, a free 3D modeling program.3329 You will need Blender version 2.6 when using the =CORTEX= included3330 in this thesis. You create a =CORTEX= creature in a similar manner3331 to modeling anything in Blender, except that you also create3332 several trees of empty nodes which define the creature's senses.3334 *** Mass3336 To give an object mass in =CORTEX=, add a ``mass'' metadata label3337 to the object with the mass in jMonkeyEngine units. Note that3338 setting the mass to 0 causes the object to be immovable.3340 *** Joints3342 Joints are created by creating an empty node named =joints= and3343 then creating any number of empty child nodes to represent your3344 creature's joints. The joint will automatically connect the3345 closest two physical objects. It will help to set the empty node's3346 display mode to ``Arrows'' so that you can clearly see the3347 direction of the axes.3349 Joint nodes should have the following metadata under the ``joint''3350 label:3352 #+BEGIN_SRC clojure3353 ;; ONE OF the following, under the label "joint":3354 {:type :point}3356 ;; OR3358 {:type :hinge3359 :limit [<limit-low> <limit-high>]3360 :axis (Vector3f. <x> <y> <z>)}3361 ;;(:axis defaults to (Vector3f. 1 0 0) if not provided for hinge joints)3363 ;; OR3365 {:type :cone3366 :limit-xz <lim-xz>3367 :limit-xy <lim-xy>3368 :twist <lim-twist>} ;(use XZY rotation mode in blender!)3369 #+END_SRC3371 *** Eyes3373 Eyes are created by creating an empty node named =eyes= and then3374 creating any number of empty child nodes to represent your3375 creature's eyes.3377 Eye nodes should have the following metadata under the ``eye''3378 label:3380 #+BEGIN_SRC clojure3381 {:red <red-retina-definition>3382 :blue <blue-retina-definition>3383 :green <green-retina-definition>3384 :all <all-retina-definition>3385 (<0xrrggbb> <custom-retina-image>)...3386 }3387 #+END_SRC3389 Any of the color channels may be omitted. You may also include3390 your own color selectors, and in fact :red is equivalent to3391 0xFF0000 and so forth. The eye will be placed at the same position3392 as the empty node and will bind to the neatest physical object.3393 The eye will point outward from the X-axis of the node, and ``up''3394 will be in the direction of the X-axis of the node. It will help3395 to set the empty node's display mode to ``Arrows'' so that you can3396 clearly see the direction of the axes.3398 Each retina file should contain white pixels wherever you want to be3399 sensitive to your chosen color. If you want the entire field of3400 view, specify :all of 0xFFFFFF and a retinal map that is entirely3401 white.3403 Here is a sample retinal map:3405 #+caption: An example retinal profile image. White pixels are3406 #+caption: photo-sensitive elements. The distribution of white3407 #+caption: pixels is denser in the middle and falls off at the3408 #+caption: edges and is inspired by the human retina.3409 #+name: retina3410 #+ATTR_LaTeX: :width 7cm :placement [H]3411 [[./images/retina-small.png]]3413 *** Hearing3415 Ears are created by creating an empty node named =ears= and then3416 creating any number of empty child nodes to represent your3417 creature's ears.3419 Ear nodes do not require any metadata.3421 The ear will bind to and follow the closest physical node.3423 *** Touch3425 Touch is handled similarly to mass. To make a particular object3426 touch sensitive, add metadata of the following form under the3427 object's ``touch'' metadata field:3429 #+BEGIN_EXAMPLE3430 <touch-UV-map-file-name>3431 #+END_EXAMPLE3433 You may also include an optional ``scale'' metadata number to3434 specify the length of the touch feelers. The default is $0.1$,3435 and this is generally sufficient.3437 The touch UV should contain white pixels for each touch sensor.3439 Here is an example touch-uv map that approximates a human finger,3440 and its corresponding model.3442 #+caption: This is the tactile-sensor-profile for the upper segment3443 #+caption: of a fingertip. It defines regions of high touch sensitivity3444 #+caption: (where there are many white pixels) and regions of low3445 #+caption: sensitivity (where white pixels are sparse).3446 #+name: guide-fingertip-UV3447 #+ATTR_LaTeX: :width 9cm :placement [H]3448 [[./images/finger-UV.png]]3450 #+caption: The fingertip UV-image form above applied to a simple3451 #+caption: model of a fingertip.3452 #+name: guide-fingertip3453 #+ATTR_LaTeX: :width 9cm :placement [H]3454 [[./images/finger-2.png]]3456 *** Proprioception3458 Proprioception is tied to each joint node -- nothing special must3459 be done in a blender model to enable proprioception other than3460 creating joint nodes.3462 *** Muscles3464 Muscles are created by creating an empty node named =muscles= and3465 then creating any number of empty child nodes to represent your3466 creature's muscles.3469 Muscle nodes should have the following metadata under the3470 ``muscle'' label:3472 #+BEGIN_EXAMPLE3473 <muscle-profile-file-name>3474 #+END_EXAMPLE3476 Muscles should also have a ``strength'' metadata entry describing3477 the muscle's total strength at full activation.3479 Muscle profiles are simple images that contain the relative amount3480 of muscle power in each simulated alpha motor neuron. The width of3481 the image is the total size of the motor pool, and the redness of3482 each neuron is the relative power of that motor pool.3484 While the profile image can have any dimensions, only the first3485 line of pixels is used to define the muscle. Here is a sample3486 muscle profile image that defines a human-like muscle.3488 #+caption: A muscle profile image that describes the strengths3489 #+caption: of each motor neuron in a muscle. White is weakest3490 #+caption: and dark red is strongest. This particular pattern3491 #+caption: has weaker motor neurons at the beginning, just3492 #+caption: like human muscle.3493 #+name: muscle-recruit3494 #+ATTR_LaTeX: :width 7cm :placement [H]3495 [[./images/basic-muscle.png]]3497 Muscles twist the nearest physical object about the muscle node's3498 Z-axis. I recommend using the ``Single Arrow'' display mode for3499 muscles and using the right hand rule to determine which way the3500 muscle will twist. To make a segment that can twist in multiple3501 directions, create multiple, differently aligned muscles.3503 ** =CORTEX= API3505 These are the some functions exposed by =CORTEX= for creating3506 worlds and simulating creatures. These are in addition to3507 jMonkeyEngine3's extensive library, which is documented elsewhere.3509 *** Simulation3510 - =(world root-node key-map setup-fn update-fn)= :: create3511 a simulation.3512 - /root-node/ :: a =com.jme3.scene.Node= object which3513 contains all of the objects that should be in the3514 simulation.3516 - /key-map/ :: a map from strings describing keys to3517 functions that should be executed whenever that key is3518 pressed. the functions should take a SimpleApplication3519 object and a boolean value. The SimpleApplication is the3520 current simulation that is running, and the boolean is true3521 if the key is being pressed, and false if it is being3522 released. As an example,3523 #+BEGIN_SRC clojure3524 {"key-j" (fn [game value] (if value (println "key j pressed")))}3525 #+END_SRC3526 is a valid key-map which will cause the simulation to print3527 a message whenever the 'j' key on the keyboard is pressed.3529 - /setup-fn/ :: a function that takes a =SimpleApplication=3530 object. It is called once when initializing the simulation.3531 Use it to create things like lights, change the gravity,3532 initialize debug nodes, etc.3534 - /update-fn/ :: this function takes a =SimpleApplication=3535 object and a float and is called every frame of the3536 simulation. The float tells how many seconds is has been3537 since the last frame was rendered, according to whatever3538 clock jme is currently using. The default is to use IsoTimer3539 which will result in this value always being the same.3541 - =(position-camera world position rotation)= :: set the position3542 of the simulation's main camera.3544 - =(enable-debug world)= :: turn on debug wireframes for each3545 simulated object.3547 - =(set-gravity world gravity)= :: set the gravity of a running3548 simulation.3550 - =(box length width height & {options})= :: create a box in the3551 simulation. Options is a hash map specifying texture, mass,3552 etc. Possible options are =:name=, =:color=, =:mass=,3553 =:friction=, =:texture=, =:material=, =:position=,3554 =:rotation=, =:shape=, and =:physical?=.3556 - =(sphere radius & {options})= :: create a sphere in the simulation.3557 Options are the same as in =box=.3559 - =(load-blender-model file-name)= :: create a node structure3560 representing that described in a blender file.3562 - =(light-up-everything world)= :: distribute a standard compliment3563 of lights throughout the simulation. Should be adequate for most3564 purposes.3566 - =(node-seq node)= :: return a recursive list of the node's3567 children.3569 - =(nodify name children)= :: construct a node given a node-name and3570 desired children.3572 - =(add-element world element)= :: add an object to a running world3573 simulation.3575 - =(set-accuracy world accuracy)= :: change the accuracy of the3576 world's physics simulator.3578 - =(asset-manager)= :: get an /AssetManager/, a jMonkeyEngine3579 construct that is useful for loading textures and is required3580 for smooth interaction with jMonkeyEngine library functions.3582 - =(load-bullet)= :: unpack native libraries and initialize3583 blender. This function is required before other world building3584 functions are called.3586 *** Creature Manipulation / Import3588 - =(body! creature)= :: give the creature a physical body.3590 - =(vision! creature)= :: give the creature a sense of vision.3591 Returns a list of functions which will each, when called3592 during a simulation, return the vision data for the channel of3593 one of the eyes. The functions are ordered depending on the3594 alphabetical order of the names of the eye nodes in the3595 blender file. The data returned by the functions is a vector3596 containing the eye's /topology/, a vector of coordinates, and3597 the eye's /data/, a vector of RGB values filtered by the eye's3598 sensitivity.3600 - =(hearing! creature)= :: give the creature a sense of hearing.3601 Returns a list of functions, one for each ear, that when3602 called will return a frame's worth of hearing data for that3603 ear. The functions are ordered depending on the alphabetical3604 order of the names of the ear nodes in the blender file. The3605 data returned by the functions is an array PCM encoded wav3606 data.3608 - =(touch! creature)= :: give the creature a sense of touch. Returns3609 a single function that must be called with the /root node/ of3610 the world, and which will return a vector of /touch-data/3611 one entry for each touch sensitive component, each entry of3612 which contains a /topology/ that specifies the distribution of3613 touch sensors, and the /data/, which is a vector of3614 =[activation, length]= pairs for each touch hair.3616 - =(proprioception! creature)= :: give the creature the sense of3617 proprioception. Returns a list of functions, one for each3618 joint, that when called during a running simulation will3619 report the =[heading, pitch, roll]= of the joint.3621 - =(movement! creature)= :: give the creature the power of movement.3622 Creates a list of functions, one for each muscle, that when3623 called with an integer, will set the recruitment of that3624 muscle to that integer, and will report the current power3625 being exerted by the muscle. Order of muscles is determined by3626 the alphabetical sort order of the names of the muscle nodes.3628 *** Visualization/Debug3630 - =(view-vision)= :: create a function that when called with a list3631 of visual data returned from the functions made by =vision!=,3632 will display that visual data on the screen.3634 - =(view-hearing)= :: same as =view-vision= but for hearing.3636 - =(view-touch)= :: same as =view-vision= but for touch.3638 - =(view-proprioception)= :: same as =view-vision= but for3639 proprioception.3641 - =(view-movement)= :: same as =view-vision= but for3642 proprioception.3644 - =(view anything)= :: =view= is a polymorphic function that allows3645 you to inspect almost anything you could reasonably expect to3646 be able to ``see'' in =CORTEX=.3648 - =(text anything)= :: =text= is a polymorphic function that allows3649 you to convert practically anything into a text string.3651 - =(println-repl anything)= :: print messages to clojure's repl3652 instead of the simulation's terminal window.3654 - =(mega-import-jme3)= :: for experimenting at the REPL. This3655 function will import all jMonkeyEngine3 classes for immediate3656 use.3658 - =(display-dilated-time world timer)= :: Shows the time as it is3659 flowing in the simulation on a HUD display.