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author | Robert McIntyre <rlm@mit.edu> |
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date | Fri, 25 Apr 2014 00:05:46 -0400 |
parents | 25f23cfd56ce |
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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 also see48 one way to efficiently implement physical empathy for embodied49 creatures. Finally, you will become familiar with =CORTEX=, a system50 for designing and simulating creatures with rich senses, which I51 have designed as a library that you can use in your own research.52 Note that I /do not/ process video directly --- I start with53 knowledge of the positions of a creature's body parts and works from54 there.56 This is the core vision of my thesis: That one of the important ways57 in which we understand others is by imagining ourselves in their58 position and emphatically feeling experiences relative to our own59 bodies. By understanding events in terms of our own previous60 corporeal experience, we greatly constrain the possibilities of what61 would otherwise be an unwieldy exponential search. This extra62 constraint can be the difference between easily understanding what63 is happening in a video and being completely lost in a sea of64 incomprehensible color and movement.66 ** The problem: recognizing actions is hard!68 Examine the following image. What is happening? As you, and indeed69 very young children, can easily determine, this is an image of70 drinking.72 #+caption: A cat drinking some water. Identifying this action is73 #+caption: beyond the capabilities of existing computer vision systems.74 #+ATTR_LaTeX: :width 7cm75 [[./images/cat-drinking.jpg]]77 Nevertheless, it is beyond the state of the art for a computer78 vision program to describe what's happening in this image. Part of79 the problem is that many computer vision systems focus on80 pixel-level details or comparisons to example images (such as81 \cite{volume-action-recognition}), but the 3D world is so variable82 that it is hard to describe the world in terms of possible images.84 In fact, the contents of scene may have much less to do with pixel85 probabilities than with recognizing various affordances: things you86 can move, objects you can grasp, spaces that can be filled . For87 example, what processes might enable you to see the chair in figure88 \ref{hidden-chair}?90 #+caption: The chair in this image is quite obvious to humans, but91 #+caption: it can't be found by any modern computer vision program.92 #+name: hidden-chair93 #+ATTR_LaTeX: :width 10cm94 [[./images/fat-person-sitting-at-desk.jpg]]96 Finally, how is it that you can easily tell the difference between97 how the girls /muscles/ are working in figure \ref{girl}?99 #+caption: The mysterious ``common sense'' appears here as you are able100 #+caption: to discern the difference in how the girl's arm muscles101 #+caption: are activated between the two images.102 #+name: girl103 #+ATTR_LaTeX: :width 7cm104 [[./images/wall-push.png]]106 Each of these examples tells us something about what might be going107 on in our minds as we easily solve these recognition problems:109 The hidden chair shows us that we are strongly triggered by cues110 relating to the position of human bodies, and that we can determine111 the overall physical configuration of a human body even if much of112 that body is occluded.114 The picture of the girl pushing against the wall tells us that we115 have common sense knowledge about the kinetics of our own bodies.116 We know well how our muscles would have to work to maintain us in117 most positions, and we can easily project this self-knowledge to118 imagined positions triggered by images of the human body.120 The cat tells us that imagination of some kind plays an important121 role in understanding actions. The question is: Can we be more122 precise about what sort of imagination is required to understand123 these actions?125 ** A step forward: the sensorimotor-centered approach127 In this thesis, I explore the idea that our knowledge of our own128 bodies, combined with our own rich senses, enables us to recognize129 the actions of others.131 For example, I think humans are able to label the cat video as132 ``drinking'' because they imagine /themselves/ as the cat, and133 imagine putting their face up against a stream of water and134 sticking out their tongue. In that imagined world, they can feel135 the cool water hitting their tongue, and feel the water entering136 their body, and are able to recognize that /feeling/ as drinking.137 So, the label of the action is not really in the pixels of the138 image, but is found clearly in a simulation inspired by those139 pixels. An imaginative system, having been trained on drinking and140 non-drinking examples and learning that the most important141 component of drinking is the feeling of water sliding down one's142 throat, would analyze a video of a cat drinking in the following143 manner:145 1. Create a physical model of the video by putting a ``fuzzy''146 model of its own body in place of the cat. Possibly also create147 a simulation of the stream of water.149 2. ``Play out'' this simulated scene and generate imagined sensory150 experience. This will include relevant muscle contractions, a151 close up view of the stream from the cat's perspective, and most152 importantly, the imagined feeling of water entering the mouth.153 The imagined sensory experience can come from a simulation of154 the event, but can also be pattern-matched from previous,155 similar embodied experience.157 3. The action is now easily identified as drinking by the sense of158 taste alone. The other senses (such as the tongue moving in and159 out) help to give plausibility to the simulated action. Note that160 the sense of vision, while critical in creating the simulation,161 is not critical for identifying the action from the simulation.163 For the chair examples, the process is even easier:165 1. Align a model of your body to the person in the image.167 2. Generate proprioceptive sensory data from this alignment.169 3. Use the imagined proprioceptive data as a key to lookup related170 sensory experience associated with that particular proprioceptive171 feeling.173 4. Retrieve the feeling of your bottom resting on a surface, your174 knees bent, and your leg muscles relaxed.176 5. This sensory information is consistent with your =sitting?=177 sensory predicate, so you (and the entity in the image) must be178 sitting.180 6. There must be a chair-like object since you are sitting.182 Empathy offers yet another alternative to the age-old AI183 representation question: ``What is a chair?'' --- A chair is the184 feeling of sitting!186 One powerful advantage of empathic problem solving is that it187 factors the action recognition problem into two easier problems. To188 use empathy, you need an /aligner/, which takes the video and a189 model of your body, and aligns the model with the video. Then, you190 need a /recognizer/, which uses the aligned model to interpret the191 action. The power in this method lies in the fact that you describe192 all actions from a body-centered viewpoint. You are less tied to193 the particulars of any visual representation of the actions. If you194 teach the system what ``running'' is, and you have a good enough195 aligner, the system will from then on be able to recognize running196 from any point of view, even strange points of view like above or197 underneath the runner. This is in contrast to action recognition198 schemes that try to identify actions using a non-embodied approach.199 If these systems learn about running as viewed from the side, they200 will not automatically be able to recognize running from any other201 viewpoint.203 Another powerful advantage is that using the language of multiple204 body-centered rich senses to describe body-centered actions offers a205 massive boost in descriptive capability. Consider how difficult it206 would be to compose a set of HOG filters to describe the action of207 a simple worm-creature ``curling'' so that its head touches its208 tail, and then behold the simplicity of describing thus action in a209 language designed for the task (listing \ref{grand-circle-intro}):211 #+caption: Body-centered actions are best expressed in a body-centered212 #+caption: language. This code detects when the worm has curled into a213 #+caption: full circle. Imagine how you would replicate this functionality214 #+caption: using low-level pixel features such as HOG filters!215 #+name: grand-circle-intro216 #+begin_listing clojure217 #+begin_src clojure218 (defn grand-circle?219 "Does the worm form a majestic circle (one end touching the other)?"220 [experiences]221 (and (curled? experiences)222 (let [worm-touch (:touch (peek experiences))223 tail-touch (worm-touch 0)224 head-touch (worm-touch 4)]225 (and (< 0.2 (contact worm-segment-bottom-tip tail-touch))226 (< 0.2 (contact worm-segment-top-tip head-touch))))))227 #+end_src228 #+end_listing230 ** =EMPATH= recognizes actions using empathy232 Exploring these ideas further demands a concrete implementation, so233 first, I built a system for constructing virtual creatures with234 physiologically plausible sensorimotor systems and detailed235 environments. The result is =CORTEX=, which is described in section236 \ref{sec-2}.238 Next, I wrote routines which enabled a simple worm-like creature to239 infer the actions of a second worm-like creature, using only its240 own prior sensorimotor experiences and knowledge of the second241 worm's joint positions. This program, =EMPATH=, is described in242 section \ref{sec-3}. It's main components are:244 - Embodied Action Definitions :: Many otherwise complicated actions245 are easily described in the language of a full suite of246 body-centered, rich senses and experiences. For example,247 drinking is the feeling of water sliding down your throat, and248 cooling your insides. It's often accompanied by bringing your249 hand close to your face, or bringing your face close to water.250 Sitting down is the feeling of bending your knees, activating251 your quadriceps, then feeling a surface with your bottom and252 relaxing your legs. These body-centered action descriptions253 can be either learned or hard coded.255 - Guided Play :: The creature moves around and experiences the256 world through its unique perspective. As the creature moves,257 it gathers experiences that satisfy the embodied action258 definitions.260 - Posture imitation :: When trying to interpret a video or image,261 the creature takes a model of itself and aligns it with262 whatever it sees. This alignment might even cross species, as263 when humans try to align themselves with things like ponies,264 dogs, or other humans with a different body type.266 - Empathy :: The alignment triggers associations with267 sensory data from prior experiences. For example, the268 alignment itself easily maps to proprioceptive data. Any269 sounds or obvious skin contact in the video can to a lesser270 extent trigger previous experience keyed to hearing or touch.271 Segments of previous experiences gained from play are stitched272 together to form a coherent and complete sensory portrait of273 the scene.275 - Recognition :: With the scene described in terms of276 remembered first person sensory events, the creature can now277 run its action-identified programs (such as the one in listing278 \ref{grand-circle-intro} on this synthesized sensory data,279 just as it would if it were actually experiencing the scene280 first-hand. If previous experience has been accurately281 retrieved, and if it is analogous enough to the scene, then282 the creature will correctly identify the action in the scene.284 My program, =EMPATH= uses this empathic problem solving technique285 to interpret the actions of a simple, worm-like creature.287 #+caption: The worm performs many actions during free play such as288 #+caption: curling, wiggling, and resting.289 #+name: worm-intro290 #+ATTR_LaTeX: :width 15cm291 [[./images/worm-intro-white.png]]293 #+caption: =EMPATH= recognized and classified each of these294 #+caption: poses by inferring the complete sensory experience295 #+caption: from proprioceptive data.296 #+name: worm-recognition-intro297 #+ATTR_LaTeX: :width 15cm298 [[./images/worm-poses.png]]300 *** Main Results302 - After one-shot supervised training, =EMPATH= was able to303 recognize a wide variety of static poses and dynamic304 actions---ranging from curling in a circle to wiggling with a305 particular frequency --- with 95\% accuracy.307 - These results were completely independent of viewing angle308 because the underlying body-centered language fundamentally is309 independent; once an action is learned, it can be recognized310 equally well from any viewing angle.312 - =EMPATH= is surprisingly short; the sensorimotor-centered313 language provided by =CORTEX= resulted in extremely economical314 recognition routines --- about 500 lines in all --- suggesting315 that such representations are very powerful, and often316 indispensable for the types of recognition tasks considered here.318 - Although for expediency's sake, I relied on direct knowledge of319 joint positions in this proof of concept, it would be320 straightforward to extend =EMPATH= so that it (more321 realistically) infers joint positions from its visual data.323 ** =EMPATH= is built on =CORTEX=, a creature builder.325 I built =CORTEX= to be a general AI research platform for doing326 experiments involving multiple rich senses and a wide variety and327 number of creatures. I intend it to be useful as a library for many328 more projects than just this thesis. =CORTEX= was necessary to meet329 a need among AI researchers at CSAIL and beyond, which is that330 people often will invent neat ideas that are best expressed in the331 language of creatures and senses, but in order to explore those332 ideas they must first build a platform in which they can create333 simulated creatures with rich senses! There are many ideas that334 would be simple to execute (such as =EMPATH= or335 \cite{larson-symbols}), but attached to them is the multi-month336 effort to make a good creature simulator. Often, that initial337 investment of time proves to be too much, and the project must make338 do with a lesser environment.340 =CORTEX= is well suited as an environment for embodied AI research341 for three reasons:343 - You can create new creatures using Blender (\cite{blender}), a344 popular 3D modeling program. Each sense can be specified using345 special blender nodes with biologically inspired parameters. You346 need not write any code to create a creature, and can use a wide347 library of pre-existing blender models as a base for your own348 creatures.350 - =CORTEX= implements a wide variety of senses: touch,351 proprioception, vision, hearing, and muscle tension. Complicated352 senses like touch, and vision involve multiple sensory elements353 embedded in a 2D surface. You have complete control over the354 distribution of these sensor elements through the use of simple355 png image files. In particular, =CORTEX= implements more356 comprehensive hearing than any other creature simulation system357 available.359 - =CORTEX= supports any number of creatures and any number of360 senses. Time in =CORTEX= dilates so that the simulated creatures361 always perceive a perfectly smooth flow of time, regardless of362 the actual computational load.364 =CORTEX= is built on top of =jMonkeyEngine3=365 (\cite{jmonkeyengine}), which is a video game engine designed to366 create cross-platform 3D desktop games. =CORTEX= is mainly written367 in clojure, a dialect of =LISP= that runs on the java virtual368 machine (JVM). The API for creating and simulating creatures and369 senses is entirely expressed in clojure, though many senses are370 implemented at the layer of jMonkeyEngine or below. For example,371 for the sense of hearing I use a layer of clojure code on top of a372 layer of java JNI bindings that drive a layer of =C++= code which373 implements a modified version of =OpenAL= to support multiple374 listeners. =CORTEX= is the only simulation environment that I know375 of that can support multiple entities that can each hear the world376 from their own perspective. Other senses also require a small layer377 of Java code. =CORTEX= also uses =bullet=, a physics simulator378 written in =C=.380 #+caption: Here is the worm from figure \ref{worm-intro} modeled381 #+caption: in Blender, a free 3D-modeling program. Senses and382 #+caption: joints are described using special nodes in Blender.383 #+name: worm-recognition-intro-2384 #+ATTR_LaTeX: :width 12cm385 [[./images/blender-worm.png]]387 Here are some things I anticipate that =CORTEX= might be used for:389 - exploring new ideas about sensory integration390 - distributed communication among swarm creatures391 - self-learning using free exploration,392 - evolutionary algorithms involving creature construction393 - exploration of exotic senses and effectors that are not possible394 in the real world (such as telekinesis or a semantic sense)395 - imagination using subworlds397 During one test with =CORTEX=, I created 3,000 creatures each with398 their own independent senses and ran them all at only 1/80 real399 time. In another test, I created a detailed model of my own hand,400 equipped with a realistic distribution of touch (more sensitive at401 the fingertips), as well as eyes and ears, and it ran at around 1/4402 real time.404 #+BEGIN_LaTeX405 \begin{sidewaysfigure}406 \includegraphics[width=9.5in]{images/full-hand.png}407 \caption{408 I modeled my own right hand in Blender and rigged it with all the409 senses that {\tt CORTEX} supports. My simulated hand has a410 biologically inspired distribution of touch sensors. The senses are411 displayed on the right, and the simulation is displayed on the412 left. Notice that my hand is curling its fingers, that it can see413 its own finger from the eye in its palm, and that it can feel its414 own thumb touching its palm.}415 \end{sidewaysfigure}416 #+END_LaTeX418 * Designing =CORTEX=420 In this section, I outline the design decisions that went into421 making =CORTEX=, along with some details about its implementation.422 (A practical guide to getting started with =CORTEX=, which skips423 over the history and implementation details presented here, is424 provided in an appendix at the end of this thesis.)426 Throughout this project, I intended for =CORTEX= to be flexible and427 extensible enough to be useful for other researchers who want to428 test out ideas of their own. To this end, wherever I have had to make429 architectural choices about =CORTEX=, I have chosen to give as much430 freedom to the user as possible, so that =CORTEX= may be used for431 things I have not foreseen.433 ** Building in simulation versus reality434 The most important architectural decision of all is the choice to435 use a computer-simulated environment in the first place! The world436 is a vast and rich place, and for now simulations are a very poor437 reflection of its complexity. It may be that there is a significant438 qualitative difference between dealing with senses in the real439 world and dealing with pale facsimiles of them in a simulation440 \cite{brooks-representation}. What are the advantages and441 disadvantages of a simulation vs. reality?443 *** Simulation445 The advantages of virtual reality are that when everything is a446 simulation, experiments in that simulation are absolutely447 reproducible. It's also easier to change the character and world448 to explore new situations and different sensory combinations.450 If the world is to be simulated on a computer, then not only do451 you have to worry about whether the character's senses are rich452 enough to learn from the world, but whether the world itself is453 rendered with enough detail and realism to give enough working454 material to the character's senses. To name just a few455 difficulties facing modern physics simulators: destructibility of456 the environment, simulation of water/other fluids, large areas,457 nonrigid bodies, lots of objects, smoke. I don't know of any458 computer simulation that would allow a character to take a rock459 and grind it into fine dust, then use that dust to make a clay460 sculpture, at least not without spending years calculating the461 interactions of every single small grain of dust. Maybe a462 simulated world with today's limitations doesn't provide enough463 richness for real intelligence to evolve.465 *** Reality467 The other approach for playing with senses is to hook your468 software up to real cameras, microphones, robots, etc., and let it469 loose in the real world. This has the advantage of eliminating470 concerns about simulating the world at the expense of increasing471 the complexity of implementing the senses. Instead of just472 grabbing the current rendered frame for processing, you have to473 use an actual camera with real lenses and interact with photons to474 get an image. It is much harder to change the character, which is475 now partly a physical robot of some sort, since doing so involves476 changing things around in the real world instead of modifying477 lines of code. While the real world is very rich and definitely478 provides enough stimulation for intelligence to develop as479 evidenced by our own existence, it is also uncontrollable in the480 sense that a particular situation cannot be recreated perfectly or481 saved for later use. It is harder to conduct science because it is482 harder to repeat an experiment. The worst thing about using the483 real world instead of a simulation is the matter of time. Instead484 of simulated time you get the constant and unstoppable flow of485 real time. This severely limits the sorts of software you can use486 to program an AI, because all sense inputs must be handled in real487 time. Complicated ideas may have to be implemented in hardware or488 may simply be impossible given the current speed of our489 processors. Contrast this with a simulation, in which the flow of490 time in the simulated world can be slowed down to accommodate the491 limitations of the character's programming. In terms of cost,492 doing everything in software is far cheaper than building custom493 real-time hardware. All you need is a laptop and some patience.495 ** Simulated time enables rapid prototyping \& simple programs497 I envision =CORTEX= being used to support rapid prototyping and498 iteration of ideas. Even if I could put together a well constructed499 kit for creating robots, it would still not be enough because of500 the scourge of real-time processing. Anyone who wants to test their501 ideas in the real world must always worry about getting their502 algorithms to run fast enough to process information in real time.503 The need for real time processing only increases if multiple senses504 are involved. In the extreme case, even simple algorithms will have505 to be accelerated by ASIC chips or FPGAs, turning what would506 otherwise be a few lines of code and a 10x speed penalty into a507 multi-month ordeal. For this reason, =CORTEX= supports508 /time-dilation/, which scales back the framerate of the509 simulation in proportion to the amount of processing each frame.510 From the perspective of the creatures inside the simulation, time511 always appears to flow at a constant rate, regardless of how512 complicated the environment becomes or how many creatures are in513 the simulation. The cost is that =CORTEX= can sometimes run slower514 than real time. This can also be an advantage, however ---515 simulations of very simple creatures in =CORTEX= generally run at516 40x on my machine!518 ** All sense organs are two-dimensional surfaces520 If =CORTEX= is to support a wide variety of senses, it would help521 to have a better understanding of what a ``sense'' actually is!522 While vision, touch, and hearing all seem like they are quite523 different things, I was surprised to learn during the course of524 this thesis that they (and all physical senses) can be expressed as525 exactly the same mathematical object due to a dimensional argument!527 Human beings are three-dimensional objects, and the nerves that528 transmit data from our various sense organs to our brain are529 essentially one-dimensional. This leaves up to two dimensions in530 which our sensory information may flow. For example, imagine your531 skin: it is a two-dimensional surface around a three-dimensional532 object (your body). It has discrete touch sensors embedded at533 various points, and the density of these sensors corresponds to the534 sensitivity of that region of skin. Each touch sensor connects to a535 nerve, all of which eventually are bundled together as they travel536 up the spinal cord to the brain. Intersect the spinal nerves with a537 guillotining plane and you will see all of the sensory data of the538 skin revealed in a roughly circular two-dimensional image which is539 the cross section of the spinal cord. Points on this image that are540 close together in this circle represent touch sensors that are541 /probably/ close together on the skin, although there is of course542 some cutting and rearrangement that has to be done to transfer the543 complicated surface of the skin onto a two dimensional image.545 Most human senses consist of many discrete sensors of various546 properties distributed along a surface at various densities. For547 skin, it is Pacinian corpuscles, Meissner's corpuscles, Merkel's548 disks, and Ruffini's endings \cite{textbook901}, which detect549 pressure and vibration of various intensities. For ears, it is the550 stereocilia distributed along the basilar membrane inside the551 cochlea; each one is sensitive to a slightly different frequency of552 sound. For eyes, it is rods and cones distributed along the surface553 of the retina. In each case, we can describe the sense with a554 surface and a distribution of sensors along that surface.556 In fact, almost every human sense can be effectively described in557 terms of a surface containing embedded sensors. If the sense had558 any more dimensions, then there wouldn't be enough room in the559 spinal chord to transmit the information!561 Therefore, =CORTEX= must support the ability to create objects and562 then be able to ``paint'' points along their surfaces to describe563 each sense.565 Fortunately this idea is already a well known computer graphics566 technique called /UV-mapping/. The three-dimensional surface of a567 model is cut and smooshed until it fits on a two-dimensional568 image. You paint whatever you want on that image, and when the569 three-dimensional shape is rendered in a game the smooshing and570 cutting is reversed and the image appears on the three-dimensional571 object.573 To make a sense, interpret the UV-image as describing the574 distribution of that senses sensors. To get different types of575 sensors, you can either use a different color for each type of576 sensor, or use multiple UV-maps, each labeled with that sensor577 type. I generally use a white pixel to mean the presence of a578 sensor and a black pixel to mean the absence of a sensor, and use579 one UV-map for each sensor-type within a given sense.581 #+CAPTION: The UV-map for an elongated icososphere. The white582 #+caption: dots each represent a touch sensor. They are dense583 #+caption: in the regions that describe the tip of the finger,584 #+caption: and less dense along the dorsal side of the finger585 #+caption: opposite the tip.586 #+name: finger-UV587 #+ATTR_latex: :width 10cm588 [[./images/finger-UV.png]]590 #+caption: Ventral side of the UV-mapped finger. Notice the591 #+caption: density of touch sensors at the tip.592 #+name: finger-side-view593 #+ATTR_LaTeX: :width 10cm594 [[./images/finger-1.png]]596 ** Video game engines provide ready-made physics and shading598 I did not need to write my own physics simulation code or shader to599 build =CORTEX=. Doing so would lead to a system that is impossible600 for anyone but myself to use anyway. Instead, I use a video game601 engine as a base and modify it to accommodate the additional needs602 of =CORTEX=. Video game engines are an ideal starting point to603 build =CORTEX=, because they are not far from being creature604 building systems themselves.606 First off, general purpose video game engines come with a physics607 engine and lighting / sound system. The physics system provides608 tools that can be co-opted to serve as touch, proprioception, and609 muscles. Since some games support split screen views, a good video610 game engine will allow you to efficiently create multiple cameras611 in the simulated world that can be used as eyes. Video game systems612 offer integrated asset management for things like textures and613 creatures models, providing an avenue for defining creatures. They614 also understand UV-mapping, since this technique is used to apply a615 texture to a model. Finally, because video game engines support a616 large number of users, as long as =CORTEX= doesn't stray too far617 from the base system, other researchers can turn to this community618 for help when doing their research.620 ** =CORTEX= is based on jMonkeyEngine3622 While preparing to build =CORTEX= I studied several video game623 engines to see which would best serve as a base. The top contenders624 were:626 - [[http://www.idsoftware.com][Quake II]]/[[http://www.bytonic.de/html/jake2.html][Jake2]] :: The Quake II engine was designed by ID627 software in 1997. All the source code was released by ID628 software into the Public Domain several years ago, and as a629 result it has been ported to many different languages. This630 engine was famous for its advanced use of realistic shading631 and had decent and fast physics simulation. The main advantage632 of the Quake II engine is its simplicity, but I ultimately633 rejected it because the engine is too tied to the concept of a634 first-person shooter game. One of the problems I had was that635 there does not seem to be any easy way to attach multiple636 cameras to a single character. There are also several physics637 clipping issues that are corrected in a way that only applies638 to the main character and do not apply to arbitrary objects.640 - [[http://source.valvesoftware.com/][Source Engine]] :: The Source Engine evolved from the Quake II641 and Quake I engines and is used by Valve in the Half-Life642 series of games. The physics simulation in the Source Engine643 is quite accurate and probably the best out of all the engines644 I investigated. There is also an extensive community actively645 working with the engine. However, applications that use the646 Source Engine must be written in C++, the code is not open, it647 only runs on Windows, and the tools that come with the SDK to648 handle models and textures are complicated and awkward to use.650 - [[http://jmonkeyengine.com/][jMonkeyEngine3]] :: jMonkeyEngine3 is a new library for creating651 games in Java. It uses OpenGL to render to the screen and uses652 screengraphs to avoid drawing things that do not appear on the653 screen. It has an active community and several games in the654 pipeline. The engine was not built to serve any particular655 game but is instead meant to be used for any 3D game.657 I chose jMonkeyEngine3 because it had the most features out of all658 the free projects I looked at, and because I could then write my659 code in clojure, an implementation of =LISP= that runs on the JVM.661 ** =CORTEX= uses Blender to create creature models663 For the simple worm-like creatures I will use later on in this664 thesis, I could define a simple API in =CORTEX= that would allow665 one to create boxes, spheres, etc., and leave that API as the sole666 way to create creatures. However, for =CORTEX= to truly be useful667 for other projects, it needs a way to construct complicated668 creatures. If possible, it would be nice to leverage work that has669 already been done by the community of 3D modelers, or at least670 enable people who are talented at modeling but not programming to671 design =CORTEX= creatures.673 Therefore, I use Blender, a free 3D modeling program, as the main674 way to create creatures in =CORTEX=. However, the creatures modeled675 in Blender must also be simple to simulate in jMonkeyEngine3's game676 engine, and must also be easy to rig with =CORTEX='s senses. I677 accomplish this with extensive use of Blender's ``empty nodes.''679 Empty nodes have no mass, physical presence, or appearance, but680 they can hold metadata and have names. I use a tree structure of681 empty nodes to specify senses in the following manner:683 - Create a single top-level empty node whose name is the name of684 the sense.685 - Add empty nodes which each contain meta-data relevant to the686 sense, including a UV-map describing the number/distribution of687 sensors if applicable.688 - Make each empty-node the child of the top-level node.690 #+caption: An example of annotating a creature model with empty691 #+caption: nodes to describe the layout of senses. There are692 #+caption: multiple empty nodes which each describe the position693 #+caption: of muscles, ears, eyes, or joints.694 #+name: sense-nodes695 #+ATTR_LaTeX: :width 10cm696 [[./images/empty-sense-nodes.png]]698 ** Bodies are composed of segments connected by joints700 Blender is a general purpose animation tool, which has been used in701 the past to create high quality movies such as Sintel702 \cite{blender}. Though Blender can model and render even complicated703 things like water, it is crucial to keep models that are meant to704 be simulated as creatures simple. =Bullet=, which =CORTEX= uses705 though jMonkeyEngine3, is a rigid-body physics system. This offers706 a compromise between the expressiveness of a game level and the707 speed at which it can be simulated, and it means that creatures708 should be naturally expressed as rigid components held together by709 joint constraints.711 But humans are more like a squishy bag wrapped around some hard712 bones which define the overall shape. When we move, our skin bends713 and stretches to accommodate the new positions of our bones.715 One way to make bodies composed of rigid pieces connected by joints716 /seem/ more human-like is to use an /armature/, (or /rigging/)717 system, which defines a overall ``body mesh'' and defines how the718 mesh deforms as a function of the position of each ``bone'' which719 is a standard rigid body. This technique is used extensively to720 model humans and create realistic animations. It is not a good721 technique for physical simulation because it is a lie -- the skin722 is not a physical part of the simulation and does not interact with723 any objects in the world or itself. Objects will pass right though724 the skin until they come in contact with the underlying bone, which725 is a physical object. Without simulating the skin, the sense of726 touch has little meaning, and the creature's own vision will lie to727 it about the true extent of its body. Simulating the skin as a728 physical object requires some way to continuously update the729 physical model of the skin along with the movement of the bones,730 which is unacceptably slow compared to rigid body simulation.732 Therefore, instead of using the human-like ``deformable bag of733 bones'' approach, I decided to base my body plans on multiple solid734 objects that are connected by joints, inspired by the robot =EVE=735 from the movie WALL-E.737 #+caption: =EVE= from the movie WALL-E. This body plan turns738 #+caption: out to be much better suited to my purposes than a more739 #+caption: human-like one.740 #+ATTR_LaTeX: :width 10cm741 [[./images/Eve.jpg]]743 =EVE='s body is composed of several rigid components that are held744 together by invisible joint constraints. This is what I mean by745 ``eve-like''. The main reason that I use eve-style bodies is for746 efficiency, and so that there will be correspondence between the747 AI's senses and the physical presence of its body. Each individual748 section is simulated by a separate rigid body that corresponds749 exactly with its visual representation and does not change.750 Sections are connected by invisible joints that are well supported751 in jMonkeyEngine3. Bullet, the physics backend for jMonkeyEngine3,752 can efficiently simulate hundreds of rigid bodies connected by753 joints. Just because sections are rigid does not mean they have to754 stay as one piece forever; they can be dynamically replaced with755 multiple sections to simulate splitting in two. This could be used756 to simulate retractable claws or =EVE='s hands, which are able to757 coalesce into one object in the movie.759 *** Solidifying/Connecting a body761 =CORTEX= creates a creature in two steps: first, it traverses the762 nodes in the blender file and creates physical representations for763 any of them that have mass defined in their blender meta-data.765 #+caption: Program for iterating through the nodes in a blender file766 #+caption: and generating physical jMonkeyEngine3 objects with mass767 #+caption: and a matching physics shape.768 #+name: physical769 #+begin_listing clojure770 #+begin_src clojure771 (defn physical!772 "Iterate through the nodes in creature and make them real physical773 objects in the simulation."774 [#^Node creature]775 (dorun776 (map777 (fn [geom]778 (let [physics-control779 (RigidBodyControl.780 (HullCollisionShape.781 (.getMesh geom))782 (if-let [mass (meta-data geom "mass")]783 (float mass) (float 1)))]784 (.addControl geom physics-control)))785 (filter #(isa? (class %) Geometry )786 (node-seq creature)))))787 #+end_src788 #+end_listing790 The next step to making a proper body is to connect those pieces791 together with joints. jMonkeyEngine has a large array of joints792 available via =bullet=, such as Point2Point, Cone, Hinge, and a793 generic Six Degree of Freedom joint, with or without spring794 restitution.796 Joints are treated a lot like proper senses, in that there is a797 top-level empty node named ``joints'' whose children each798 represent a joint.800 #+caption: View of the hand model in Blender showing the main ``joints''801 #+caption: node (highlighted in yellow) and its children which each802 #+caption: represent a joint in the hand. Each joint node has metadata803 #+caption: specifying what sort of joint it is.804 #+name: blender-hand805 #+ATTR_LaTeX: :width 10cm806 [[./images/hand-screenshot1.png]]809 =CORTEX='s procedure for binding the creature together with joints810 is as follows:812 - Find the children of the ``joints'' node.813 - Determine the two spatials the joint is meant to connect.814 - Create the joint based on the meta-data of the empty node.816 The higher order function =sense-nodes= from =cortex.sense=817 simplifies finding the joints based on their parent ``joints''818 node.820 #+caption: Retrieving the children empty nodes from a single821 #+caption: named empty node is a common pattern in =CORTEX=822 #+caption: further instances of this technique for the senses823 #+caption: will be omitted824 #+name: get-empty-nodes825 #+begin_listing clojure826 #+begin_src clojure827 (defn sense-nodes828 "For some senses there is a special empty blender node whose829 children are considered markers for an instance of that sense. This830 function generates functions to find those children, given the name831 of the special parent node."832 [parent-name]833 (fn [#^Node creature]834 (if-let [sense-node (.getChild creature parent-name)]835 (seq (.getChildren sense-node)) [])))837 (def838 ^{:doc "Return the children of the creature's \"joints\" node."839 :arglists '([creature])}840 joints841 (sense-nodes "joints"))842 #+end_src843 #+end_listing845 To find a joint's targets, =CORTEX= creates a small cube, centered846 around the empty-node, and grows the cube exponentially until it847 intersects two physical objects. The objects are ordered according848 to the joint's rotation, with the first one being the object that849 has more negative coordinates in the joint's reference frame.850 Since the objects must be physical, the empty-node itself escapes851 detection. Because the objects must be physical, =joint-targets=852 must be called /after/ =physical!= is called.854 #+caption: Program to find the targets of a joint node by855 #+caption: exponentially growth of a search cube.856 #+name: joint-targets857 #+begin_listing clojure858 #+begin_src clojure859 (defn joint-targets860 "Return the two closest two objects to the joint object, ordered861 from bottom to top according to the joint's rotation."862 [#^Node parts #^Node joint]863 (loop [radius (float 0.01)]864 (let [results (CollisionResults.)]865 (.collideWith866 parts867 (BoundingBox. (.getWorldTranslation joint)868 radius radius radius) results)869 (let [targets870 (distinct871 (map #(.getGeometry %) results))]872 (if (>= (count targets) 2)873 (sort-by874 #(let [joint-ref-frame-position875 (jme-to-blender876 (.mult877 (.inverse (.getWorldRotation joint))878 (.subtract (.getWorldTranslation %)879 (.getWorldTranslation joint))))]880 (.dot (Vector3f. 1 1 1) joint-ref-frame-position))881 (take 2 targets))882 (recur (float (* radius 2))))))))883 #+end_src884 #+end_listing886 Once =CORTEX= finds all joints and targets, it creates them using887 a dispatch on the metadata of each joint node.889 #+caption: Program to dispatch on blender metadata and create joints890 #+caption: suitable for physical simulation.891 #+name: joint-dispatch892 #+begin_listing clojure893 #+begin_src clojure894 (defmulti joint-dispatch895 "Translate blender pseudo-joints into real JME joints."896 (fn [constraints & _]897 (:type constraints)))899 (defmethod joint-dispatch :point900 [constraints control-a control-b pivot-a pivot-b rotation]901 (doto (SixDofJoint. control-a control-b pivot-a pivot-b false)902 (.setLinearLowerLimit Vector3f/ZERO)903 (.setLinearUpperLimit Vector3f/ZERO)))905 (defmethod joint-dispatch :hinge906 [constraints control-a control-b pivot-a pivot-b rotation]907 (let [axis (if-let [axis (:axis constraints)] axis Vector3f/UNIT_X)908 [limit-1 limit-2] (:limit constraints)909 hinge-axis (.mult rotation (blender-to-jme axis))]910 (doto (HingeJoint. control-a control-b pivot-a pivot-b911 hinge-axis hinge-axis)912 (.setLimit limit-1 limit-2))))914 (defmethod joint-dispatch :cone915 [constraints control-a control-b pivot-a pivot-b rotation]916 (let [limit-xz (:limit-xz constraints)917 limit-xy (:limit-xy constraints)918 twist (:twist constraints)]919 (doto (ConeJoint. control-a control-b pivot-a pivot-b920 rotation rotation)921 (.setLimit (float limit-xz) (float limit-xy)922 (float twist)))))923 #+end_src924 #+end_listing926 All that is left for joints is to combine the above pieces into927 something that can operate on the collection of nodes that a928 blender file represents.930 #+caption: Program to completely create a joint given information931 #+caption: from a blender file.932 #+name: connect933 #+begin_listing clojure934 #+begin_src clojure935 (defn connect936 "Create a joint between 'obj-a and 'obj-b at the location of937 'joint. The type of joint is determined by the metadata on 'joint.939 Here are some examples:940 {:type :point}941 {:type :hinge :limit [0 (/ Math/PI 2)] :axis (Vector3f. 0 1 0)}942 (:axis defaults to (Vector3f. 1 0 0) if not provided for hinge joints)944 {:type :cone :limit-xz 0]945 :limit-xy 0]946 :twist 0]} (use XZY rotation mode in blender!)"947 [#^Node obj-a #^Node obj-b #^Node joint]948 (let [control-a (.getControl obj-a RigidBodyControl)949 control-b (.getControl obj-b RigidBodyControl)950 joint-center (.getWorldTranslation joint)951 joint-rotation (.toRotationMatrix (.getWorldRotation joint))952 pivot-a (world-to-local obj-a joint-center)953 pivot-b (world-to-local obj-b joint-center)]954 (if-let955 [constraints (map-vals eval (read-string (meta-data joint "joint")))]956 ;; A side-effect of creating a joint registers957 ;; it with both physics objects which in turn958 ;; will register the joint with the physics system959 ;; when the simulation is started.960 (joint-dispatch constraints961 control-a control-b962 pivot-a pivot-b963 joint-rotation))))964 #+end_src965 #+end_listing967 In general, whenever =CORTEX= exposes a sense (or in this case968 physicality), it provides a function of the type =sense!=, which969 takes in a collection of nodes and augments it to support that970 sense. The function returns any controls necessary to use that971 sense. In this case =body!= creates a physical body and returns no972 control functions.974 #+caption: Program to give joints to a creature.975 #+name: joints976 #+begin_listing clojure977 #+begin_src clojure978 (defn joints!979 "Connect the solid parts of the creature with physical joints. The980 joints are taken from the \"joints\" node in the creature."981 [#^Node creature]982 (dorun983 (map984 (fn [joint]985 (let [[obj-a obj-b] (joint-targets creature joint)]986 (connect obj-a obj-b joint)))987 (joints creature))))988 (defn body!989 "Endow the creature with a physical body connected with joints. The990 particulars of the joints and the masses of each body part are991 determined in blender."992 [#^Node creature]993 (physical! creature)994 (joints! creature))995 #+end_src996 #+end_listing998 All of the code you have just seen amounts to only 130 lines, yet999 because it builds on top of Blender and jMonkeyEngine3, those few1000 lines pack quite a punch!1002 The hand from figure \ref{blender-hand}, which was modeled after1003 my own right hand, can now be given joints and simulated as a1004 creature.1006 #+caption: With the ability to create physical creatures from blender,1007 #+caption: =CORTEX= gets one step closer to becoming a full creature1008 #+caption: simulation environment.1009 #+name: physical-hand1010 #+ATTR_LaTeX: :width 15cm1011 [[./images/physical-hand.png]]1013 ** Sight reuses standard video game components...1015 Vision is one of the most important senses for humans, so I need to1016 build a simulated sense of vision for my AI. I will do this with1017 simulated eyes. Each eye can be independently moved and should see1018 its own version of the world depending on where it is.1020 Making these simulated eyes a reality is simple because1021 jMonkeyEngine already contains extensive support for multiple views1022 of the same 3D simulated world. The reason jMonkeyEngine has this1023 support is because the support is necessary to create games with1024 split-screen views. Multiple views are also used to create1025 efficient pseudo-reflections by rendering the scene from a certain1026 perspective and then projecting it back onto a surface in the 3D1027 world.1029 #+caption: jMonkeyEngine supports multiple views to enable1030 #+caption: split-screen games, like GoldenEye, which was one of1031 #+caption: the first games to use split-screen views.1032 #+name: goldeneye1033 #+ATTR_LaTeX: :width 10cm1034 [[./images/goldeneye-4-player.png]]1036 *** A Brief Description of jMonkeyEngine's Rendering Pipeline1038 jMonkeyEngine allows you to create a =ViewPort=, which represents a1039 view of the simulated world. You can create as many of these as you1040 want. Every frame, the =RenderManager= iterates through each1041 =ViewPort=, rendering the scene in the GPU. For each =ViewPort= there1042 is a =FrameBuffer= which represents the rendered image in the GPU.1044 #+caption: =ViewPorts= are cameras in the world. During each frame,1045 #+caption: the =RenderManager= records a snapshot of what each view1046 #+caption: is currently seeing; these snapshots are =FrameBuffer= objects.1047 #+name: rendermanagers1048 #+ATTR_LaTeX: :width 10cm1049 [[./images/diagram_rendermanager2.png]]1051 Each =ViewPort= can have any number of attached =SceneProcessor=1052 objects, which are called every time a new frame is rendered. A1053 =SceneProcessor= receives its =ViewPort's= =FrameBuffer= and can do1054 whatever it wants to the data. Often this consists of invoking GPU1055 specific operations on the rendered image. The =SceneProcessor= can1056 also copy the GPU image data to RAM and process it with the CPU.1058 *** Appropriating Views for Vision1060 Each eye in the simulated creature needs its own =ViewPort= so1061 that it can see the world from its own perspective. To this1062 =ViewPort=, I add a =SceneProcessor= that feeds the visual data to1063 any arbitrary continuation function for further processing. That1064 continuation function may perform both CPU and GPU operations on1065 the data. To make this easy for the continuation function, the1066 =SceneProcessor= maintains appropriately sized buffers in RAM to1067 hold the data. It does not do any copying from the GPU to the CPU1068 itself because it is a slow operation.1070 #+caption: Function to make the rendered scene in jMonkeyEngine1071 #+caption: available for further processing.1072 #+name: pipeline-11073 #+begin_listing clojure1074 #+begin_src clojure1075 (defn vision-pipeline1076 "Create a SceneProcessor object which wraps a vision processing1077 continuation function. The continuation is a function that takes1078 [#^Renderer r #^FrameBuffer fb #^ByteBuffer b #^BufferedImage bi],1079 each of which has already been appropriately sized."1080 [continuation]1081 (let [byte-buffer (atom nil)1082 renderer (atom nil)1083 image (atom nil)]1084 (proxy [SceneProcessor] []1085 (initialize1086 [renderManager viewPort]1087 (let [cam (.getCamera viewPort)1088 width (.getWidth cam)1089 height (.getHeight cam)]1090 (reset! renderer (.getRenderer renderManager))1091 (reset! byte-buffer1092 (BufferUtils/createByteBuffer1093 (* width height 4)))1094 (reset! image (BufferedImage.1095 width height1096 BufferedImage/TYPE_4BYTE_ABGR))))1097 (isInitialized [] (not (nil? @byte-buffer)))1098 (reshape [_ _ _])1099 (preFrame [_])1100 (postQueue [_])1101 (postFrame1102 [#^FrameBuffer fb]1103 (.clear @byte-buffer)1104 (continuation @renderer fb @byte-buffer @image))1105 (cleanup []))))1106 #+end_src1107 #+end_listing1109 The continuation function given to =vision-pipeline= above will be1110 given a =Renderer= and three containers for image data. The1111 =FrameBuffer= references the GPU image data, but the pixel data1112 can not be used directly on the CPU. The =ByteBuffer= and1113 =BufferedImage= are initially "empty" but are sized to hold the1114 data in the =FrameBuffer=. I call transferring the GPU image data1115 to the CPU structures "mixing" the image data.1117 *** Optical sensor arrays are described with images and referenced with metadata1119 The vision pipeline described above handles the flow of rendered1120 images. Now, =CORTEX= needs simulated eyes to serve as the source1121 of these images.1123 An eye is described in blender in the same way as a joint. They1124 are zero dimensional empty objects with no geometry whose local1125 coordinate system determines the orientation of the resulting eye.1126 All eyes are children of a parent node named "eyes" just as all1127 joints have a parent named "joints". An eye binds to the nearest1128 physical object with =bind-sense=.1130 #+caption: Here, the camera is created based on metadata on the1131 #+caption: eye-node and attached to the nearest physical object1132 #+caption: with =bind-sense=1133 #+name: add-eye1134 #+begin_listing clojure1135 (defn add-eye!1136 "Create a Camera centered on the current position of 'eye which1137 follows the closest physical node in 'creature. The camera will1138 point in the X direction and use the Z vector as up as determined1139 by the rotation of these vectors in blender coordinate space. Use1140 XZY rotation for the node in blender."1141 [#^Node creature #^Spatial eye]1142 (let [target (closest-node creature eye)1143 [cam-width cam-height]1144 ;;[640 480] ;; graphics card on laptop doesn't support1145 ;; arbitrary dimensions.1146 (eye-dimensions eye)1147 cam (Camera. cam-width cam-height)1148 rot (.getWorldRotation eye)]1149 (.setLocation cam (.getWorldTranslation eye))1150 (.lookAtDirection1151 cam ; this part is not a mistake and1152 (.mult rot Vector3f/UNIT_X) ; is consistent with using Z in1153 (.mult rot Vector3f/UNIT_Y)) ; blender as the UP vector.1154 (.setFrustumPerspective1155 cam (float 45)1156 (float (/ (.getWidth cam) (.getHeight cam)))1157 (float 1)1158 (float 1000))1159 (bind-sense target cam) cam))1160 #+end_listing1162 *** Simulated Retina1164 An eye is a surface (the retina) which contains many discrete1165 sensors to detect light. These sensors can have different1166 light-sensing properties. In humans, each discrete sensor is1167 sensitive to red, blue, green, or gray. These different types of1168 sensors can have different spatial distributions along the retina.1169 In humans, there is a fovea in the center of the retina which has1170 a very high density of color sensors, and a blind spot which has1171 no sensors at all. Sensor density decreases in proportion to1172 distance from the fovea.1174 I want to be able to model any retinal configuration, so my1175 eye-nodes in blender contain metadata pointing to images that1176 describe the precise position of the individual sensors using1177 white pixels. The meta-data also describes the precise sensitivity1178 to light that the sensors described in the image have. An eye can1179 contain any number of these images. For example, the metadata for1180 an eye might look like this:1182 #+begin_src clojure1183 {0xFF0000 "Models/test-creature/retina-small.png"}1184 #+end_src1186 #+caption: An example retinal profile image. White pixels are1187 #+caption: photo-sensitive elements. The distribution of white1188 #+caption: pixels is denser in the middle and falls off at the1189 #+caption: edges and is inspired by the human retina.1190 #+name: retina1191 #+ATTR_LaTeX: :width 7cm1192 [[./images/retina-small.png]]1194 Together, the number 0xFF0000 and the image image above describe1195 the placement of red-sensitive sensory elements.1197 Meta-data to very crudely approximate a human eye might be1198 something like this:1200 #+begin_src clojure1201 (let [retinal-profile "Models/test-creature/retina-small.png"]1202 {0xFF0000 retinal-profile1203 0x00FF00 retinal-profile1204 0x0000FF retinal-profile1205 0xFFFFFF retinal-profile})1206 #+end_src1208 The numbers that serve as keys in the map determine a sensor's1209 relative sensitivity to the channels red, green, and blue. These1210 sensitivity values are packed into an integer in the order1211 =|_|R|G|B|= in 8-bit fields. The RGB values of a pixel in the1212 image are added together with these sensitivities as linear1213 weights. Therefore, 0xFF0000 means sensitive to red only while1214 0xFFFFFF means sensitive to all colors equally (gray).1216 #+caption: This is the core of vision in =CORTEX=. A given eye node1217 #+caption: is converted into a function that returns visual1218 #+caption: information from the simulation.1219 #+name: vision-kernel1220 #+begin_listing clojure1221 #+BEGIN_SRC clojure1222 (defn vision-kernel1223 "Returns a list of functions, each of which will return a color1224 channel's worth of visual information when called inside a running1225 simulation."1226 [#^Node creature #^Spatial eye & {skip :skip :or {skip 0}}]1227 (let [retinal-map (retina-sensor-profile eye)1228 camera (add-eye! creature eye)1229 vision-image1230 (atom1231 (BufferedImage. (.getWidth camera)1232 (.getHeight camera)1233 BufferedImage/TYPE_BYTE_BINARY))1234 register-eye!1235 (runonce1236 (fn [world]1237 (add-camera!1238 world camera1239 (let [counter (atom 0)]1240 (fn [r fb bb bi]1241 (if (zero? (rem (swap! counter inc) (inc skip)))1242 (reset! vision-image1243 (BufferedImage! r fb bb bi))))))))]1244 (vec1245 (map1246 (fn [[key image]]1247 (let [whites (white-coordinates image)1248 topology (vec (collapse whites))1249 sensitivity (sensitivity-presets key key)]1250 (attached-viewport.1251 (fn [world]1252 (register-eye! world)1253 (vector1254 topology1255 (vec1256 (for [[x y] whites]1257 (pixel-sense1258 sensitivity1259 (.getRGB @vision-image x y))))))1260 register-eye!)))1261 retinal-map))))1262 #+END_SRC1263 #+end_listing1265 Note that since each of the functions generated by =vision-kernel=1266 shares the same =register-eye!= function, the eye will be1267 registered only once the first time any of the functions from the1268 list returned by =vision-kernel= is called. Each of the functions1269 returned by =vision-kernel= also allows access to the =Viewport=1270 through which it receives images.1272 All the hard work has been done; all that remains is to apply1273 =vision-kernel= to each eye in the creature and gather the results1274 into one list of functions.1277 #+caption: With =vision!=, =CORTEX= is already a fine simulation1278 #+caption: environment for experimenting with different types of1279 #+caption: eyes.1280 #+name: vision!1281 #+begin_listing clojure1282 #+BEGIN_SRC clojure1283 (defn vision!1284 "Returns a list of functions, each of which returns visual sensory1285 data when called inside a running simulation."1286 [#^Node creature & {skip :skip :or {skip 0}}]1287 (reduce1288 concat1289 (for [eye (eyes creature)]1290 (vision-kernel creature eye))))1291 #+END_SRC1292 #+end_listing1294 #+caption: Simulated vision with a test creature and the1295 #+caption: human-like eye approximation. Notice how each channel1296 #+caption: of the eye responds differently to the differently1297 #+caption: colored balls.1298 #+name: worm-vision-test.1299 #+ATTR_LaTeX: :width 13cm1300 [[./images/worm-vision.png]]1302 The vision code is not much more complicated than the body code,1303 and enables multiple further paths for simulated vision. For1304 example, it is quite easy to create bifocal vision -- you just1305 make two eyes next to each other in blender! It is also possible1306 to encode vision transforms in the retinal files. For example, the1307 human like retina file in figure \ref{retina} approximates a1308 log-polar transform.1310 This vision code has already been absorbed by the jMonkeyEngine1311 community and is now (in modified form) part of a system for1312 capturing in-game video to a file.1314 ** ...but hearing must be built from scratch1316 At the end of this section I will have simulated ears that work the1317 same way as the simulated eyes in the last section. I will be able to1318 place any number of ear-nodes in a blender file, and they will bind to1319 the closest physical object and follow it as it moves around. Each ear1320 will provide access to the sound data it picks up between every frame.1322 Hearing is one of the more difficult senses to simulate, because there1323 is less support for obtaining the actual sound data that is processed1324 by jMonkeyEngine3. There is no "split-screen" support for rendering1325 sound from different points of view, and there is no way to directly1326 access the rendered sound data.1328 =CORTEX='s hearing is unique because it does not have any1329 limitations compared to other simulation environments. As far as I1330 know, there is no other system that supports multiple listeners,1331 and the sound demo at the end of this section is the first time1332 it's been done in a video game environment.1334 *** Brief Description of jMonkeyEngine's Sound System1336 jMonkeyEngine's sound system works as follows:1338 - jMonkeyEngine uses the =AppSettings= for the particular1339 application to determine what sort of =AudioRenderer= should be1340 used.1341 - Although some support is provided for multiple AudioRendering1342 backends, jMonkeyEngine at the time of this writing will either1343 pick no =AudioRenderer= at all, or the =LwjglAudioRenderer=.1344 - jMonkeyEngine tries to figure out what sort of system you're1345 running and extracts the appropriate native libraries.1346 - The =LwjglAudioRenderer= uses the [[http://lwjgl.org/][=LWJGL=]] (LightWeight Java Game1347 Library) bindings to interface with a C library called [[http://kcat.strangesoft.net/openal.html][=OpenAL=]]1348 - =OpenAL= renders the 3D sound and feeds the rendered sound1349 directly to any of various sound output devices with which it1350 knows how to communicate.1352 A consequence of this is that there's no way to access the actual1353 sound data produced by =OpenAL=. Even worse, =OpenAL= only supports1354 one /listener/ (it renders sound data from only one perspective),1355 which normally isn't a problem for games, but becomes a problem1356 when trying to make multiple AI creatures that can each hear the1357 world from a different perspective.1359 To make many AI creatures in jMonkeyEngine that can each hear the1360 world from their own perspective, or to make a single creature with1361 many ears, it is necessary to go all the way back to =OpenAL= and1362 implement support for simulated hearing there.1364 *** Extending =OpenAl=1366 Extending =OpenAL= to support multiple listeners requires 5001367 lines of =C= code and is too hairy to mention here. Instead, I1368 will show a small amount of extension code and go over the high1369 level strategy. Full source is of course available with the1370 =CORTEX= distribution if you're interested.1372 =OpenAL= goes to great lengths to support many different systems,1373 all with different sound capabilities and interfaces. It1374 accomplishes this difficult task by providing code for many1375 different sound backends in pseudo-objects called /Devices/.1376 There's a device for the Linux Open Sound System and the Advanced1377 Linux Sound Architecture, there's one for Direct Sound on Windows,1378 and there's even one for Solaris. =OpenAL= solves the problem of1379 platform independence by providing all these Devices.1381 Wrapper libraries such as LWJGL are free to examine the system on1382 which they are running and then select an appropriate device for1383 that system.1385 There are also a few "special" devices that don't interface with1386 any particular system. These include the Null Device, which1387 doesn't do anything, and the Wave Device, which writes whatever1388 sound it receives to a file, if everything has been set up1389 correctly when configuring =OpenAL=.1391 Actual mixing (Doppler shift and distance.environment-based1392 attenuation) of the sound data happens in the Devices, and they1393 are the only point in the sound rendering process where this data1394 is available.1396 Therefore, in order to support multiple listeners, and get the1397 sound data in a form that the AIs can use, it is necessary to1398 create a new Device which supports this feature.1400 Adding a device to OpenAL is rather tricky -- there are five1401 separate files in the =OpenAL= source tree that must be modified1402 to do so. I named my device the "Multiple Audio Send" Device, or1403 =Send= Device for short, since it sends audio data back to the1404 calling application like an Aux-Send cable on a mixing board.1406 The main idea behind the Send device is to take advantage of the1407 fact that LWJGL only manages one /context/ when using OpenAL. A1408 /context/ is like a container that holds samples and keeps track1409 of where the listener is. In order to support multiple listeners,1410 the Send device identifies the LWJGL context as the master1411 context, and creates any number of slave contexts to represent1412 additional listeners. Every time the device renders sound, it1413 synchronizes every source from the master LWJGL context to the1414 slave contexts. Then, it renders each context separately, using a1415 different listener for each one. The rendered sound is made1416 available via JNI to jMonkeyEngine.1418 Switching between contexts is not the normal operation of a1419 Device, and one of the problems with doing so is that a Device1420 normally keeps around a few pieces of state such as the1421 =ClickRemoval= array above which will become corrupted if the1422 contexts are not rendered in parallel. The solution is to create a1423 copy of this normally global device state for each context, and1424 copy it back and forth into and out of the actual device state1425 whenever a context is rendered.1427 The core of the =Send= device is the =syncSources= function, which1428 does the job of copying all relevant data from one context to1429 another.1431 #+caption: Program for extending =OpenAL= to support multiple1432 #+caption: listeners via context copying/switching.1433 #+name: sync-openal-sources1434 #+begin_listing c1435 #+BEGIN_SRC c1436 void syncSources(ALsource *masterSource, ALsource *slaveSource,1437 ALCcontext *masterCtx, ALCcontext *slaveCtx){1438 ALuint master = masterSource->source;1439 ALuint slave = slaveSource->source;1440 ALCcontext *current = alcGetCurrentContext();1442 syncSourcef(master,slave,masterCtx,slaveCtx,AL_PITCH);1443 syncSourcef(master,slave,masterCtx,slaveCtx,AL_GAIN);1444 syncSourcef(master,slave,masterCtx,slaveCtx,AL_MAX_DISTANCE);1445 syncSourcef(master,slave,masterCtx,slaveCtx,AL_ROLLOFF_FACTOR);1446 syncSourcef(master,slave,masterCtx,slaveCtx,AL_REFERENCE_DISTANCE);1447 syncSourcef(master,slave,masterCtx,slaveCtx,AL_MIN_GAIN);1448 syncSourcef(master,slave,masterCtx,slaveCtx,AL_MAX_GAIN);1449 syncSourcef(master,slave,masterCtx,slaveCtx,AL_CONE_OUTER_GAIN);1450 syncSourcef(master,slave,masterCtx,slaveCtx,AL_CONE_INNER_ANGLE);1451 syncSourcef(master,slave,masterCtx,slaveCtx,AL_CONE_OUTER_ANGLE);1452 syncSourcef(master,slave,masterCtx,slaveCtx,AL_SEC_OFFSET);1453 syncSourcef(master,slave,masterCtx,slaveCtx,AL_SAMPLE_OFFSET);1454 syncSourcef(master,slave,masterCtx,slaveCtx,AL_BYTE_OFFSET);1456 syncSource3f(master,slave,masterCtx,slaveCtx,AL_POSITION);1457 syncSource3f(master,slave,masterCtx,slaveCtx,AL_VELOCITY);1458 syncSource3f(master,slave,masterCtx,slaveCtx,AL_DIRECTION);1460 syncSourcei(master,slave,masterCtx,slaveCtx,AL_SOURCE_RELATIVE);1461 syncSourcei(master,slave,masterCtx,slaveCtx,AL_LOOPING);1463 alcMakeContextCurrent(masterCtx);1464 ALint source_type;1465 alGetSourcei(master, AL_SOURCE_TYPE, &source_type);1467 // Only static sources are currently synchronized!1468 if (AL_STATIC == source_type){1469 ALint master_buffer;1470 ALint slave_buffer;1471 alGetSourcei(master, AL_BUFFER, &master_buffer);1472 alcMakeContextCurrent(slaveCtx);1473 alGetSourcei(slave, AL_BUFFER, &slave_buffer);1474 if (master_buffer != slave_buffer){1475 alSourcei(slave, AL_BUFFER, master_buffer);1476 }1477 }1479 // Synchronize the state of the two sources.1480 alcMakeContextCurrent(masterCtx);1481 ALint masterState;1482 ALint slaveState;1484 alGetSourcei(master, AL_SOURCE_STATE, &masterState);1485 alcMakeContextCurrent(slaveCtx);1486 alGetSourcei(slave, AL_SOURCE_STATE, &slaveState);1488 if (masterState != slaveState){1489 switch (masterState){1490 case AL_INITIAL : alSourceRewind(slave); break;1491 case AL_PLAYING : alSourcePlay(slave); break;1492 case AL_PAUSED : alSourcePause(slave); break;1493 case AL_STOPPED : alSourceStop(slave); break;1494 }1495 }1496 // Restore whatever context was previously active.1497 alcMakeContextCurrent(current);1498 }1499 #+END_SRC1500 #+end_listing1502 With this special context-switching device, and some ugly JNI1503 bindings that are not worth mentioning, =CORTEX= gains the ability1504 to access multiple sound streams from =OpenAL=.1506 #+caption: Program to create an ear from a blender empty node. The ear1507 #+caption: follows around the nearest physical object and passes1508 #+caption: all sensory data to a continuation function.1509 #+name: add-ear1510 #+begin_listing clojure1511 #+BEGIN_SRC clojure1512 (defn add-ear!1513 "Create a Listener centered on the current position of 'ear1514 which follows the closest physical node in 'creature and1515 sends sound data to 'continuation."1516 [#^Application world #^Node creature #^Spatial ear continuation]1517 (let [target (closest-node creature ear)1518 lis (Listener.)1519 audio-renderer (.getAudioRenderer world)1520 sp (hearing-pipeline continuation)]1521 (.setLocation lis (.getWorldTranslation ear))1522 (.setRotation lis (.getWorldRotation ear))1523 (bind-sense target lis)1524 (update-listener-velocity! target lis)1525 (.addListener audio-renderer lis)1526 (.registerSoundProcessor audio-renderer lis sp)))1527 #+END_SRC1528 #+end_listing1530 The =Send= device, unlike most of the other devices in =OpenAL=,1531 does not render sound unless asked. This enables the system to1532 slow down or speed up depending on the needs of the AIs who are1533 using it to listen. If the device tried to render samples in1534 real-time, a complicated AI whose mind takes 100 seconds of1535 computer time to simulate 1 second of AI-time would miss almost1536 all of the sound in its environment!1538 #+caption: Program to enable arbitrary hearing in =CORTEX=1539 #+name: hearing1540 #+begin_listing clojure1541 #+BEGIN_SRC clojure1542 (defn hearing-kernel1543 "Returns a function which returns auditory sensory data when called1544 inside a running simulation."1545 [#^Node creature #^Spatial ear]1546 (let [hearing-data (atom [])1547 register-listener!1548 (runonce1549 (fn [#^Application world]1550 (add-ear!1551 world creature ear1552 (comp #(reset! hearing-data %)1553 byteBuffer->pulse-vector))))]1554 (fn [#^Application world]1555 (register-listener! world)1556 (let [data @hearing-data1557 topology1558 (vec (map #(vector % 0) (range 0 (count data))))]1559 [topology data]))))1561 (defn hearing!1562 "Endow the creature in a particular world with the sense of1563 hearing. Will return a sequence of functions, one for each ear,1564 which when called will return the auditory data from that ear."1565 [#^Node creature]1566 (for [ear (ears creature)]1567 (hearing-kernel creature ear)))1568 #+END_SRC1569 #+end_listing1571 Armed with these functions, =CORTEX= is able to test possibly the1572 first ever instance of multiple listeners in a video game engine1573 based simulation!1575 #+caption: Here a simple creature responds to sound by changing1576 #+caption: its color from gray to green when the total volume1577 #+caption: goes over a threshold.1578 #+name: sound-test1579 #+begin_listing java1580 #+BEGIN_SRC java1581 /**1582 * Respond to sound! This is the brain of an AI entity that1583 * hears its surroundings and reacts to them.1584 */1585 public void process(ByteBuffer audioSamples,1586 int numSamples, AudioFormat format) {1587 audioSamples.clear();1588 byte[] data = new byte[numSamples];1589 float[] out = new float[numSamples];1590 audioSamples.get(data);1591 FloatSampleTools.1592 byte2floatInterleaved1593 (data, 0, out, 0, numSamples/format.getFrameSize(), format);1595 float max = Float.NEGATIVE_INFINITY;1596 for (float f : out){if (f > max) max = f;}1597 audioSamples.clear();1599 if (max > 0.1){1600 entity.getMaterial().setColor("Color", ColorRGBA.Green);1601 }1602 else {1603 entity.getMaterial().setColor("Color", ColorRGBA.Gray);1604 }1605 #+END_SRC1606 #+end_listing1608 #+caption: First ever simulation of multiple listeners in =CORTEX=.1609 #+caption: Each cube is a creature which processes sound data with1610 #+caption: the =process= function from listing \ref{sound-test}.1611 #+caption: the ball is constantly emitting a pure tone of1612 #+caption: constant volume. As it approaches the cubes, they each1613 #+caption: change color in response to the sound.1614 #+name: sound-cubes.1615 #+ATTR_LaTeX: :width 10cm1616 [[./images/java-hearing-test.png]]1618 This system of hearing has also been co-opted by the1619 jMonkeyEngine3 community and is used to record audio for demo1620 videos.1622 ** Hundreds of hair-like elements provide a sense of touch1624 Touch is critical to navigation and spatial reasoning and as such I1625 need a simulated version of it to give to my AI creatures.1627 Human skin has a wide array of touch sensors, each of which1628 specialize in detecting different vibrational modes and pressures.1629 These sensors can integrate a vast expanse of skin (i.e. your1630 entire palm), or a tiny patch of skin at the tip of your finger.1631 The hairs of the skin help detect objects before they even come1632 into contact with the skin proper.1634 However, touch in my simulated world can not exactly correspond to1635 human touch because my creatures are made out of completely rigid1636 segments that don't deform like human skin.1638 Instead of measuring deformation or vibration, I surround each1639 rigid part with a plenitude of hair-like objects (/feelers/) which1640 do not interact with the physical world. Physical objects can pass1641 through them with no effect. The feelers are able to tell when1642 other objects pass through them, and they constantly report how1643 much of their extent is covered. So even though the creature's body1644 parts do not deform, the feelers create a margin around those body1645 parts which achieves a sense of touch which is a hybrid between a1646 human's sense of deformation and sense from hairs.1648 Implementing touch in jMonkeyEngine follows a different technical1649 route than vision and hearing. Those two senses piggybacked off1650 jMonkeyEngine's 3D audio and video rendering subsystems. To1651 simulate touch, I use jMonkeyEngine's physics system to execute1652 many small collision detections, one for each feeler. The placement1653 of the feelers is determined by a UV-mapped image which shows where1654 each feeler should be on the 3D surface of the body.1656 *** Defining Touch Meta-Data in Blender1658 Each geometry can have a single UV map which describes the1659 position of the feelers which will constitute its sense of touch.1660 This image path is stored under the ``touch'' key. The image itself1661 is black and white, with black meaning a feeler length of 0 (no1662 feeler is present) and white meaning a feeler length of =scale=,1663 which is a float stored under the key "scale".1665 #+caption: Touch does not use empty nodes, to store metadata,1666 #+caption: because the metadata of each solid part of a1667 #+caption: creature's body is sufficient.1668 #+name: touch-meta-data1669 #+begin_listing clojure1670 #+BEGIN_SRC clojure1671 (defn tactile-sensor-profile1672 "Return the touch-sensor distribution image in BufferedImage format,1673 or nil if it does not exist."1674 [#^Geometry obj]1675 (if-let [image-path (meta-data obj "touch")]1676 (load-image image-path)))1678 (defn tactile-scale1679 "Return the length of each feeler. Default scale is 0.011680 jMonkeyEngine units."1681 [#^Geometry obj]1682 (if-let [scale (meta-data obj "scale")]1683 scale 0.1))1684 #+END_SRC1685 #+end_listing1687 Here is an example of a UV-map which specifies the position of1688 touch sensors along the surface of the upper segment of a fingertip.1690 #+caption: This is the tactile-sensor-profile for the upper segment1691 #+caption: of a fingertip. It defines regions of high touch sensitivity1692 #+caption: (where there are many white pixels) and regions of low1693 #+caption: sensitivity (where white pixels are sparse).1694 #+name: fingertip-UV1695 #+ATTR_LaTeX: :width 13cm1696 [[./images/finger-UV.png]]1698 *** Implementation Summary1700 To simulate touch there are three conceptual steps. For each solid1701 object in the creature, you first have to get UV image and scale1702 parameter which define the position and length of the feelers.1703 Then, you use the triangles which comprise the mesh and the UV1704 data stored in the mesh to determine the world-space position and1705 orientation of each feeler. Then once every frame, update these1706 positions and orientations to match the current position and1707 orientation of the object, and use physics collision detection to1708 gather tactile data.1710 Extracting the meta-data has already been described. The third1711 step, physics collision detection, is handled in =touch-kernel=.1712 Translating the positions and orientations of the feelers from the1713 UV-map to world-space is itself a three-step process.1715 - Find the triangles which make up the mesh in pixel-space and in1716 world-space. \\(=triangles=, =pixel-triangles=).1718 - Find the coordinates of each feeler in world-space. These are1719 the origins of the feelers. (=feeler-origins=).1721 - Calculate the normals of the triangles in world space, and add1722 them to each of the origins of the feelers. These are the1723 normalized coordinates of the tips of the feelers.1724 (=feeler-tips=).1726 *** Triangle Math1728 The rigid objects which make up a creature have an underlying1729 =Geometry=, which is a =Mesh= plus a =Material= and other1730 important data involved with displaying the object.1732 A =Mesh= is composed of =Triangles=, and each =Triangle= has three1733 vertices which have coordinates in world space and UV space.1735 Here, =triangles= gets all the world-space triangles which1736 comprise a mesh, while =pixel-triangles= gets those same triangles1737 expressed in pixel coordinates (which are UV coordinates scaled to1738 fit the height and width of the UV image).1740 #+caption: Programs to extract triangles from a geometry and get1741 #+caption: their vertices in both world and UV-coordinates.1742 #+name: get-triangles1743 #+begin_listing clojure1744 #+BEGIN_SRC clojure1745 (defn triangle1746 "Get the triangle specified by triangle-index from the mesh."1747 [#^Geometry geo triangle-index]1748 (triangle-seq1749 (let [scratch (Triangle.)]1750 (.getTriangle (.getMesh geo) triangle-index scratch) scratch)))1752 (defn triangles1753 "Return a sequence of all the Triangles which comprise a given1754 Geometry."1755 [#^Geometry geo]1756 (map (partial triangle geo) (range (.getTriangleCount (.getMesh geo)))))1758 (defn triangle-vertex-indices1759 "Get the triangle vertex indices of a given triangle from a given1760 mesh."1761 [#^Mesh mesh triangle-index]1762 (let [indices (int-array 3)]1763 (.getTriangle mesh triangle-index indices)1764 (vec indices)))1766 (defn vertex-UV-coord1767 "Get the UV-coordinates of the vertex named by vertex-index"1768 [#^Mesh mesh vertex-index]1769 (let [UV-buffer1770 (.getData1771 (.getBuffer1772 mesh1773 VertexBuffer$Type/TexCoord))]1774 [(.get UV-buffer (* vertex-index 2))1775 (.get UV-buffer (+ 1 (* vertex-index 2)))]))1777 (defn pixel-triangle [#^Geometry geo image index]1778 (let [mesh (.getMesh geo)1779 width (.getWidth image)1780 height (.getHeight image)]1781 (vec (map (fn [[u v]] (vector (* width u) (* height v)))1782 (map (partial vertex-UV-coord mesh)1783 (triangle-vertex-indices mesh index))))))1785 (defn pixel-triangles1786 "The pixel-space triangles of the Geometry, in the same order as1787 (triangles geo)"1788 [#^Geometry geo image]1789 (let [height (.getHeight image)1790 width (.getWidth image)]1791 (map (partial pixel-triangle geo image)1792 (range (.getTriangleCount (.getMesh geo))))))1793 #+END_SRC1794 #+end_listing1796 *** The Affine Transform from one Triangle to Another1798 =pixel-triangles= gives us the mesh triangles expressed in pixel1799 coordinates and =triangles= gives us the mesh triangles expressed1800 in world coordinates. The tactile-sensor-profile gives the1801 position of each feeler in pixel-space. In order to convert1802 pixel-space coordinates into world-space coordinates we need1803 something that takes coordinates on the surface of one triangle1804 and gives the corresponding coordinates on the surface of another1805 triangle.1807 Triangles are [[http://mathworld.wolfram.com/AffineTransformation.html ][affine]], which means any triangle can be transformed1808 into any other by a combination of translation, scaling, and1809 rotation. The affine transformation from one triangle to another1810 is readily computable if the triangle is expressed in terms of a1811 $4x4$ matrix.1813 #+BEGIN_LaTeX1814 $$1815 \begin{bmatrix}1816 x_1 & x_2 & x_3 & n_x \\1817 y_1 & y_2 & y_3 & n_y \\1818 z_1 & z_2 & z_3 & n_z \\1819 1 & 1 & 1 & 11820 \end{bmatrix}1821 $$1822 #+END_LaTeX1824 Here, the first three columns of the matrix are the vertices of1825 the triangle. The last column is the right-handed unit normal of1826 the triangle.1828 With two triangles $T_{1}$ and $T_{2}$ each expressed as a1829 matrix like above, the affine transform from $T_{1}$ to $T_{2}$1830 is $T_{2}T_{1}^{-1}$.1832 The clojure code below recapitulates the formulas above, using1833 jMonkeyEngine's =Matrix4f= objects, which can describe any affine1834 transformation.1836 #+caption: Program to interpret triangles as affine transforms.1837 #+name: triangle-affine1838 #+begin_listing clojure1839 #+BEGIN_SRC clojure1840 (defn triangle->matrix4f1841 "Converts the triangle into a 4x4 matrix: The first three columns1842 contain the vertices of the triangle; the last contains the unit1843 normal of the triangle. The bottom row is filled with 1s."1844 [#^Triangle t]1845 (let [mat (Matrix4f.)1846 [vert-1 vert-2 vert-3]1847 (mapv #(.get t %) (range 3))1848 unit-normal (do (.calculateNormal t)(.getNormal t))1849 vertices [vert-1 vert-2 vert-3 unit-normal]]1850 (dorun1851 (for [row (range 4) col (range 3)]1852 (do1853 (.set mat col row (.get (vertices row) col))1854 (.set mat 3 row 1)))) mat))1856 (defn triangles->affine-transform1857 "Returns the affine transformation that converts each vertex in the1858 first triangle into the corresponding vertex in the second1859 triangle."1860 [#^Triangle tri-1 #^Triangle tri-2]1861 (.mult1862 (triangle->matrix4f tri-2)1863 (.invert (triangle->matrix4f tri-1))))1864 #+END_SRC1865 #+end_listing1867 *** Triangle Boundaries1869 For efficiency's sake I will divide the tactile-profile image into1870 small squares which inscribe each pixel-triangle, then extract the1871 points which lie inside the triangle and map them to 3D-space using1872 =triangle-transform= above. To do this I need a function,1873 =convex-bounds= which finds the smallest box which inscribes a 2D1874 triangle.1876 =inside-triangle?= determines whether a point is inside a triangle1877 in 2D pixel-space.1879 #+caption: Program to efficiently determine point inclusion1880 #+caption: in a triangle.1881 #+name: in-triangle1882 #+begin_listing clojure1883 #+BEGIN_SRC clojure1884 (defn convex-bounds1885 "Returns the smallest square containing the given vertices, as a1886 vector of integers [left top width height]."1887 [verts]1888 (let [xs (map first verts)1889 ys (map second verts)1890 x0 (Math/floor (apply min xs))1891 y0 (Math/floor (apply min ys))1892 x1 (Math/ceil (apply max xs))1893 y1 (Math/ceil (apply max ys))]1894 [x0 y0 (- x1 x0) (- y1 y0)]))1896 (defn same-side?1897 "Given the points p1 and p2 and the reference point ref, is point p1898 on the same side of the line that goes through p1 and p2 as ref is?"1899 [p1 p2 ref p]1900 (<=1901 01902 (.dot1903 (.cross (.subtract p2 p1) (.subtract p p1))1904 (.cross (.subtract p2 p1) (.subtract ref p1)))))1906 (defn inside-triangle?1907 "Is the point inside the triangle?"1908 {:author "Dylan Holmes"}1909 [#^Triangle tri #^Vector3f p]1910 (let [[vert-1 vert-2 vert-3] [(.get1 tri) (.get2 tri) (.get3 tri)]]1911 (and1912 (same-side? vert-1 vert-2 vert-3 p)1913 (same-side? vert-2 vert-3 vert-1 p)1914 (same-side? vert-3 vert-1 vert-2 p))))1915 #+END_SRC1916 #+end_listing1918 *** Feeler Coordinates1920 The triangle-related functions above make short work of1921 calculating the positions and orientations of each feeler in1922 world-space.1924 #+caption: Program to get the coordinates of ``feelers '' in1925 #+caption: both world and UV-coordinates.1926 #+name: feeler-coordinates1927 #+begin_listing clojure1928 #+BEGIN_SRC clojure1929 (defn feeler-pixel-coords1930 "Returns the coordinates of the feelers in pixel space in lists, one1931 list for each triangle, ordered in the same way as (triangles) and1932 (pixel-triangles)."1933 [#^Geometry geo image]1934 (map1935 (fn [pixel-triangle]1936 (filter1937 (fn [coord]1938 (inside-triangle? (->triangle pixel-triangle)1939 (->vector3f coord)))1940 (white-coordinates image (convex-bounds pixel-triangle))))1941 (pixel-triangles geo image)))1943 (defn feeler-world-coords1944 "Returns the coordinates of the feelers in world space in lists, one1945 list for each triangle, ordered in the same way as (triangles) and1946 (pixel-triangles)."1947 [#^Geometry geo image]1948 (let [transforms1949 (map #(triangles->affine-transform1950 (->triangle %1) (->triangle %2))1951 (pixel-triangles geo image)1952 (triangles geo))]1953 (map (fn [transform coords]1954 (map #(.mult transform (->vector3f %)) coords))1955 transforms (feeler-pixel-coords geo image))))1956 #+END_SRC1957 #+end_listing1959 #+caption: Program to get the position of the base and tip of1960 #+caption: each ``feeler''1961 #+name: feeler-tips1962 #+begin_listing clojure1963 #+BEGIN_SRC clojure1964 (defn feeler-origins1965 "The world space coordinates of the root of each feeler."1966 [#^Geometry geo image]1967 (reduce concat (feeler-world-coords geo image)))1969 (defn feeler-tips1970 "The world space coordinates of the tip of each feeler."1971 [#^Geometry geo image]1972 (let [world-coords (feeler-world-coords geo image)1973 normals1974 (map1975 (fn [triangle]1976 (.calculateNormal triangle)1977 (.clone (.getNormal triangle)))1978 (map ->triangle (triangles geo)))]1980 (mapcat (fn [origins normal]1981 (map #(.add % normal) origins))1982 world-coords normals)))1984 (defn touch-topology1985 [#^Geometry geo image]1986 (collapse (reduce concat (feeler-pixel-coords geo image))))1987 #+END_SRC1988 #+end_listing1990 *** Simulated Touch1992 Now that the functions to construct feelers are complete,1993 =touch-kernel= generates functions to be called from within a1994 simulation that perform the necessary physics collisions to1995 collect tactile data, and =touch!= recursively applies it to every1996 node in the creature.1998 #+caption: Efficient program to transform a ray from1999 #+caption: one position to another.2000 #+name: set-ray2001 #+begin_listing clojure2002 #+BEGIN_SRC clojure2003 (defn set-ray [#^Ray ray #^Matrix4f transform2004 #^Vector3f origin #^Vector3f tip]2005 ;; Doing everything locally reduces garbage collection by enough to2006 ;; be worth it.2007 (.mult transform origin (.getOrigin ray))2008 (.mult transform tip (.getDirection ray))2009 (.subtractLocal (.getDirection ray) (.getOrigin ray))2010 (.normalizeLocal (.getDirection ray)))2011 #+END_SRC2012 #+end_listing2014 #+caption: This is the core of touch in =CORTEX= each feeler2015 #+caption: follows the object it is bound to, reporting any2016 #+caption: collisions that may happen.2017 #+name: touch-kernel2018 #+begin_listing clojure2019 #+BEGIN_SRC clojure2020 (defn touch-kernel2021 "Constructs a function which will return tactile sensory data from2022 'geo when called from inside a running simulation"2023 [#^Geometry geo]2024 (if-let2025 [profile (tactile-sensor-profile geo)]2026 (let [ray-reference-origins (feeler-origins geo profile)2027 ray-reference-tips (feeler-tips geo profile)2028 ray-length (tactile-scale geo)2029 current-rays (map (fn [_] (Ray.)) ray-reference-origins)2030 topology (touch-topology geo profile)2031 correction (float (* ray-length -0.2))]2032 ;; slight tolerance for very close collisions.2033 (dorun2034 (map (fn [origin tip]2035 (.addLocal origin (.mult (.subtract tip origin)2036 correction)))2037 ray-reference-origins ray-reference-tips))2038 (dorun (map #(.setLimit % ray-length) current-rays))2039 (fn [node]2040 (let [transform (.getWorldMatrix geo)]2041 (dorun2042 (map (fn [ray ref-origin ref-tip]2043 (set-ray ray transform ref-origin ref-tip))2044 current-rays ray-reference-origins2045 ray-reference-tips))2046 (vector2047 topology2048 (vec2049 (for [ray current-rays]2050 (do2051 (let [results (CollisionResults.)]2052 (.collideWith node ray results)2053 (let [touch-objects2054 (filter #(not (= geo (.getGeometry %)))2055 results)2056 limit (.getLimit ray)]2057 [(if (empty? touch-objects)2058 limit2059 (let [response2060 (apply min (map #(.getDistance %)2061 touch-objects))]2062 (FastMath/clamp2063 (float2064 (if (> response limit) (float 0.0)2065 (+ response correction)))2066 (float 0.0)2067 limit)))2068 limit])))))))))))2069 #+END_SRC2070 #+end_listing2072 Armed with the =touch!= function, =CORTEX= becomes capable of2073 giving creatures a sense of touch. A simple test is to create a2074 cube that is outfitted with a uniform distribution of touch2075 sensors. It can feel the ground and any balls that it touches.2077 #+caption: =CORTEX= interface for creating touch in a simulated2078 #+caption: creature.2079 #+name: touch2080 #+begin_listing clojure2081 #+BEGIN_SRC clojure2082 (defn touch!2083 "Endow the creature with the sense of touch. Returns a sequence of2084 functions, one for each body part with a tactile-sensor-profile,2085 each of which when called returns sensory data for that body part."2086 [#^Node creature]2087 (filter2088 (comp not nil?)2089 (map touch-kernel2090 (filter #(isa? (class %) Geometry)2091 (node-seq creature)))))2092 #+END_SRC2093 #+end_listing2095 The tactile-sensor-profile image for the touch cube is a simple2096 cross with a uniform distribution of touch sensors:2098 #+caption: The touch profile for the touch-cube. Each pure white2099 #+caption: pixel defines a touch sensitive feeler.2100 #+name: touch-cube-uv-map2101 #+ATTR_LaTeX: :width 7cm2102 [[./images/touch-profile.png]]2104 #+caption: The touch cube reacts to cannonballs. The black, red,2105 #+caption: and white cross on the right is a visual display of2106 #+caption: the creature's touch. White means that it is feeling2107 #+caption: something strongly, black is not feeling anything,2108 #+caption: and gray is in-between. The cube can feel both the2109 #+caption: floor and the ball. Notice that when the ball causes2110 #+caption: the cube to tip, that the bottom face can still feel2111 #+caption: part of the ground.2112 #+name: touch-cube-uv-map-22113 #+ATTR_LaTeX: :width 15cm2114 [[./images/touch-cube.png]]2116 ** Proprioception provides knowledge of your own body's position2118 Close your eyes, and touch your nose with your right index finger.2119 How did you do it? You could not see your hand, and neither your2120 hand nor your nose could use the sense of touch to guide the path2121 of your hand. There are no sound cues, and Taste and Smell2122 certainly don't provide any help. You know where your hand is2123 without your other senses because of Proprioception.2125 Humans can sometimes loose this sense through viral infections or2126 damage to the spinal cord or brain, and when they do, they loose2127 the ability to control their own bodies without looking directly at2128 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 a2129 Hat]] (\cite{man-wife-hat}), a woman named Christina looses this2130 sense and has to learn how to move by carefully watching her arms2131 and legs. She describes proprioception as the "eyes of the body,2132 the way the body sees itself".2134 Proprioception in humans is mediated by [[http://en.wikipedia.org/wiki/Articular_capsule][joint capsules]], [[http://en.wikipedia.org/wiki/Muscle_spindle][muscle2135 spindles]], and the [[http://en.wikipedia.org/wiki/Golgi_tendon_organ][Golgi tendon organs]]. These measure the relative2136 positions of each body part by monitoring muscle strain and length.2138 It's clear that this is a vital sense for fluid, graceful movement.2139 It's also particularly easy to implement in jMonkeyEngine.2141 My simulated proprioception calculates the relative angles of each2142 joint from the rest position defined in the blender file. This2143 simulates the muscle-spindles and joint capsules. I will deal with2144 Golgi tendon organs, which calculate muscle strain, in the next2145 section.2147 *** Helper functions2149 =absolute-angle= calculates the angle between two vectors,2150 relative to a third axis vector. This angle is the number of2151 radians you have to move counterclockwise around the axis vector2152 to get from the first to the second vector. It is not commutative2153 like a normal dot-product angle is.2155 The purpose of these functions is to build a system of angle2156 measurement that is biologically plausible.2158 #+caption: Program to measure angles along a vector2159 #+name: helpers2160 #+begin_listing clojure2161 #+BEGIN_SRC clojure2162 (defn right-handed?2163 "true iff the three vectors form a right handed coordinate2164 system. The three vectors do not have to be normalized or2165 orthogonal."2166 [vec1 vec2 vec3]2167 (pos? (.dot (.cross vec1 vec2) vec3)))2169 (defn absolute-angle2170 "The angle between 'vec1 and 'vec2 around 'axis. In the range2171 [0 (* 2 Math/PI)]."2172 [vec1 vec2 axis]2173 (let [angle (.angleBetween vec1 vec2)]2174 (if (right-handed? vec1 vec2 axis)2175 angle (- (* 2 Math/PI) angle))))2176 #+END_SRC2177 #+end_listing2179 *** Proprioception Kernel2181 Given a joint, =proprioception-kernel= produces a function that2182 calculates the Euler angles between the the objects the joint2183 connects. The only tricky part here is making the angles relative2184 to the joint's initial ``straightness''.2186 #+caption: Program to return biologically reasonable proprioceptive2187 #+caption: data for each joint.2188 #+name: proprioception2189 #+begin_listing clojure2190 #+BEGIN_SRC clojure2191 (defn proprioception-kernel2192 "Returns a function which returns proprioceptive sensory data when2193 called inside a running simulation."2194 [#^Node parts #^Node joint]2195 (let [[obj-a obj-b] (joint-targets parts joint)2196 joint-rot (.getWorldRotation joint)2197 x0 (.mult joint-rot Vector3f/UNIT_X)2198 y0 (.mult joint-rot Vector3f/UNIT_Y)2199 z0 (.mult joint-rot Vector3f/UNIT_Z)]2200 (fn []2201 (let [rot-a (.clone (.getWorldRotation obj-a))2202 rot-b (.clone (.getWorldRotation obj-b))2203 x (.mult rot-a x0)2204 y (.mult rot-a y0)2205 z (.mult rot-a z0)2207 X (.mult rot-b x0)2208 Y (.mult rot-b y0)2209 Z (.mult rot-b z0)2210 heading (Math/atan2 (.dot X z) (.dot X x))2211 pitch (Math/atan2 (.dot X y) (.dot X x))2213 ;; rotate x-vector back to origin2214 reverse2215 (doto (Quaternion.)2216 (.fromAngleAxis2217 (.angleBetween X x)2218 (let [cross (.normalize (.cross X x))]2219 (if (= 0 (.length cross)) y cross))))2220 roll (absolute-angle (.mult reverse Y) y x)]2221 [heading pitch roll]))))2223 (defn proprioception!2224 "Endow the creature with the sense of proprioception. Returns a2225 sequence of functions, one for each child of the \"joints\" node in2226 the creature, which each report proprioceptive information about2227 that joint."2228 [#^Node creature]2229 ;; extract the body's joints2230 (let [senses (map (partial proprioception-kernel creature)2231 (joints creature))]2232 (fn []2233 (map #(%) senses))))2234 #+END_SRC2235 #+end_listing2237 =proprioception!= maps =proprioception-kernel= across all the2238 joints of the creature. It uses the same list of joints that2239 =joints= uses. Proprioception is the easiest sense to implement in2240 =CORTEX=, and it will play a crucial role when efficiently2241 implementing empathy.2243 #+caption: In the upper right corner, the three proprioceptive2244 #+caption: angle measurements are displayed. Red is yaw, Green is2245 #+caption: pitch, and White is roll.2246 #+name: proprio2247 #+ATTR_LaTeX: :width 11cm2248 [[./images/proprio.png]]2250 ** Muscles contain both sensors and effectors2252 Surprisingly enough, terrestrial creatures only move by using2253 torque applied about their joints. There's not a single straight2254 line of force in the human body at all! (A straight line of force2255 would correspond to some sort of jet or rocket propulsion.)2257 In humans, muscles are composed of muscle fibers which can contract2258 to exert force. The muscle fibers which compose a muscle are2259 partitioned into discrete groups which are each controlled by a2260 single alpha motor neuron. A single alpha motor neuron might2261 control as little as three or as many as one thousand muscle2262 fibers. When the alpha motor neuron is engaged by the spinal cord,2263 it activates all of the muscle fibers to which it is attached. The2264 spinal cord generally engages the alpha motor neurons which control2265 few muscle fibers before the motor neurons which control many2266 muscle fibers. This recruitment strategy allows for precise2267 movements at low strength. The collection of all motor neurons that2268 control a muscle is called the motor pool. The brain essentially2269 says "activate 30% of the motor pool" and the spinal cord recruits2270 motor neurons until 30% are activated. Since the distribution of2271 power among motor neurons is unequal and recruitment goes from2272 weakest to strongest, the first 30% of the motor pool might be 5%2273 of the strength of the muscle.2275 My simulated muscles follow a similar design: Each muscle is2276 defined by a 1-D array of numbers (the "motor pool"). Each entry in2277 the array represents a motor neuron which controls a number of2278 muscle fibers equal to the value of the entry. Each muscle has a2279 scalar strength factor which determines the total force the muscle2280 can exert when all motor neurons are activated. The effector2281 function for a muscle takes a number to index into the motor pool,2282 and then "activates" all the motor neurons whose index is lower or2283 equal to the number. Each motor-neuron will apply force in2284 proportion to its value in the array. Lower values cause less2285 force. The lower values can be put at the "beginning" of the 1-D2286 array to simulate the layout of actual human muscles, which are2287 capable of more precise movements when exerting less force. Or, the2288 motor pool can simulate more exotic recruitment strategies which do2289 not correspond to human muscles.2291 This 1D array is defined in an image file for ease of2292 creation/visualization. Here is an example muscle profile image.2294 #+caption: A muscle profile image that describes the strengths2295 #+caption: of each motor neuron in a muscle. White is weakest2296 #+caption: and dark red is strongest. This particular pattern2297 #+caption: has weaker motor neurons at the beginning, just2298 #+caption: like human muscle.2299 #+name: muscle-recruit2300 #+ATTR_LaTeX: :width 7cm2301 [[./images/basic-muscle.png]]2303 *** Muscle meta-data2305 #+caption: Program to deal with loading muscle data from a blender2306 #+caption: file's metadata.2307 #+name: motor-pool2308 #+begin_listing clojure2309 #+BEGIN_SRC clojure2310 (defn muscle-profile-image2311 "Get the muscle-profile image from the node's blender meta-data."2312 [#^Node muscle]2313 (if-let [image (meta-data muscle "muscle")]2314 (load-image image)))2316 (defn muscle-strength2317 "Return the strength of this muscle, or 1 if it is not defined."2318 [#^Node muscle]2319 (if-let [strength (meta-data muscle "strength")]2320 strength 1))2322 (defn motor-pool2323 "Return a vector where each entry is the strength of the \"motor2324 neuron\" at that part in the muscle."2325 [#^Node muscle]2326 (let [profile (muscle-profile-image muscle)]2327 (vec2328 (let [width (.getWidth profile)]2329 (for [x (range width)]2330 (- 2552331 (bit-and2332 0x0000FF2333 (.getRGB profile x 0))))))))2334 #+END_SRC2335 #+end_listing2337 Of note here is =motor-pool= which interprets the muscle-profile2338 image in a way that allows me to use gradients between white and2339 red, instead of shades of gray as I've been using for all the2340 other senses. This is purely an aesthetic touch.2342 *** Creating muscles2344 #+caption: This is the core movement function in =CORTEX=, which2345 #+caption: implements muscles that report on their activation.2346 #+name: muscle-kernel2347 #+begin_listing clojure2348 #+BEGIN_SRC clojure2349 (defn movement-kernel2350 "Returns a function which when called with a integer value inside a2351 running simulation will cause movement in the creature according2352 to the muscle's position and strength profile. Each function2353 returns the amount of force applied / max force."2354 [#^Node creature #^Node muscle]2355 (let [target (closest-node creature muscle)2356 axis2357 (.mult (.getWorldRotation muscle) Vector3f/UNIT_Y)2358 strength (muscle-strength muscle)2360 pool (motor-pool muscle)2361 pool-integral (reductions + pool)2362 forces2363 (vec (map #(float (* strength (/ % (last pool-integral))))2364 pool-integral))2365 control (.getControl target RigidBodyControl)]2366 ;;(println-repl (.getName target) axis)2367 (fn [n]2368 (let [pool-index (max 0 (min n (dec (count pool))))2369 force (forces pool-index)]2370 (.applyTorque control (.mult axis force))2371 (float (/ force strength))))))2373 (defn movement!2374 "Endow the creature with the power of movement. Returns a sequence2375 of functions, each of which accept an integer value and will2376 activate their corresponding muscle."2377 [#^Node creature]2378 (for [muscle (muscles creature)]2379 (movement-kernel creature muscle)))2380 #+END_SRC2381 #+end_listing2384 =movement-kernel= creates a function that controlls the movement2385 of the nearest physical node to the muscle node. The muscle exerts2386 a rotational force dependent on it's orientation to the object in2387 the blender file. The function returned by =movement-kernel= is2388 also a sense function: it returns the percent of the total muscle2389 strength that is currently being employed. This is analogous to2390 muscle tension in humans and completes the sense of proprioception2391 begun in the last section.2393 ** =CORTEX= brings complex creatures to life!2395 The ultimate test of =CORTEX= is to create a creature with the full2396 gamut of senses and put it though its paces.2398 With all senses enabled, my right hand model looks like an2399 intricate marionette hand with several strings for each finger:2401 #+caption: View of the hand model with all sense nodes. You can see2402 #+caption: the joint, muscle, ear, and eye nodes here.2403 #+name: hand-nodes-12404 #+ATTR_LaTeX: :width 11cm2405 [[./images/hand-with-all-senses2.png]]2407 #+caption: An alternate view of the hand.2408 #+name: hand-nodes-22409 #+ATTR_LaTeX: :width 15cm2410 [[./images/hand-with-all-senses3.png]]2412 With the hand fully rigged with senses, I can run it though a test2413 that will test everything.2415 #+caption: A full test of the hand with all senses. Note especially2416 #+caption: the interactions the hand has with itself: it feels2417 #+caption: its own palm and fingers, and when it curls its fingers,2418 #+caption: it sees them with its eye (which is located in the center2419 #+caption: of the palm. The red block appears with a pure tone sound.2420 #+caption: The hand then uses its muscles to launch the cube!2421 #+name: integration2422 #+ATTR_LaTeX: :width 16cm2423 [[./images/integration.png]]2425 ** =CORTEX= enables many possibilities for further research2427 Often times, the hardest part of building a system involving2428 creatures is dealing with physics and graphics. =CORTEX= removes2429 much of this initial difficulty and leaves researchers free to2430 directly pursue their ideas. I hope that even undergrads with a2431 passing curiosity about simulated touch or creature evolution will2432 be able to use cortex for experimentation. =CORTEX= is a completely2433 simulated world, and far from being a disadvantage, its simulated2434 nature enables you to create senses and creatures that would be2435 impossible to make in the real world.2437 While not by any means a complete list, here are some paths2438 =CORTEX= is well suited to help you explore:2440 - Empathy :: my empathy program leaves many areas for2441 improvement, among which are using vision to infer2442 proprioception and looking up sensory experience with imagined2443 vision, touch, and sound.2444 - Evolution :: Karl Sims created a rich environment for2445 simulating the evolution of creatures on a connection2446 machine. Today, this can be redone and expanded with =CORTEX=2447 on an ordinary computer.2448 - Exotic senses :: Cortex enables many fascinating senses that are2449 not possible to build in the real world. For example,2450 telekinesis is an interesting avenue to explore. You can also2451 make a ``semantic'' sense which looks up metadata tags on2452 objects in the environment the metadata tags might contain2453 other sensory information.2454 - Imagination via subworlds :: this would involve a creature with2455 an effector which creates an entire new sub-simulation where2456 the creature has direct control over placement/creation of2457 objects via simulated telekinesis. The creature observes this2458 sub-world through it's normal senses and uses its observations2459 to make predictions about its top level world.2460 - Simulated prescience :: step the simulation forward a few ticks,2461 gather sensory data, then supply this data for the creature as2462 one of its actual senses. The cost of prescience is slowing2463 the simulation down by a factor proportional to however far2464 you want the entities to see into the future. What happens2465 when two evolved creatures that can each see into the future2466 fight each other?2467 - Swarm creatures :: Program a group of creatures that cooperate2468 with each other. Because the creatures would be simulated, you2469 could investigate computationally complex rules of behavior2470 which still, from the group's point of view, would happen in2471 ``real time''. Interactions could be as simple as cellular2472 organisms communicating via flashing lights, or as complex as2473 humanoids completing social tasks, etc.2474 - =HACKER= for writing muscle-control programs :: Presented with2475 low-level muscle control/ sense API, generate higher level2476 programs for accomplishing various stated goals. Example goals2477 might be "extend all your fingers" or "move your hand into the2478 area with blue light" or "decrease the angle of this joint".2479 It would be like Sussman's HACKER, except it would operate2480 with much more data in a more realistic world. Start off with2481 "calisthenics" to develop subroutines over the motor control2482 API. This would be the "spinal chord" of a more intelligent2483 creature. The low level programming code might be a turning2484 machine that could develop programs to iterate over a "tape"2485 where each entry in the tape could control recruitment of the2486 fibers in a muscle.2487 - Sense fusion :: There is much work to be done on sense2488 integration -- building up a coherent picture of the world and2489 the things in it with =CORTEX= as a base, you can explore2490 concepts like self-organizing maps or cross modal clustering2491 in ways that have never before been tried.2492 - Inverse kinematics :: experiments in sense guided motor control2493 are easy given =CORTEX='s support -- you can get right to the2494 hard control problems without worrying about physics or2495 senses.2497 \newpage2499 * =EMPATH=: action recognition in a simulated worm2501 Here I develop a computational model of empathy, using =CORTEX= as a2502 base. Empathy in this context is the ability to observe another2503 creature and infer what sorts of sensations that creature is2504 feeling. My empathy algorithm involves multiple phases. First is2505 free-play, where the creature moves around and gains sensory2506 experience. From this experience I construct a representation of the2507 creature's sensory state space, which I call \Phi-space. Using2508 \Phi-space, I construct an efficient function which takes the2509 limited data that comes from observing another creature and enriches2510 it with a full compliment of imagined sensory data. I can then use2511 the imagined sensory data to recognize what the observed creature is2512 doing and feeling, using straightforward embodied action predicates.2513 This is all demonstrated with using a simple worm-like creature, and2514 recognizing worm-actions based on limited data.2516 #+caption: Here is the worm with which we will be working.2517 #+caption: It is composed of 5 segments. Each segment has a2518 #+caption: pair of extensor and flexor muscles. Each of the2519 #+caption: worm's four joints is a hinge joint which allows2520 #+caption: about 30 degrees of rotation to either side. Each segment2521 #+caption: of the worm is touch-capable and has a uniform2522 #+caption: distribution of touch sensors on each of its faces.2523 #+caption: Each joint has a proprioceptive sense to detect2524 #+caption: relative positions. The worm segments are all the2525 #+caption: same except for the first one, which has a much2526 #+caption: higher weight than the others to allow for easy2527 #+caption: manual motor control.2528 #+name: basic-worm-view2529 #+ATTR_LaTeX: :width 10cm2530 [[./images/basic-worm-view.png]]2532 #+caption: Program for reading a worm from a blender file and2533 #+caption: outfitting it with the senses of proprioception,2534 #+caption: touch, and the ability to move, as specified in the2535 #+caption: blender file.2536 #+name: get-worm2537 #+begin_listing clojure2538 #+begin_src clojure2539 (defn worm []2540 (let [model (load-blender-model "Models/worm/worm.blend")]2541 {:body (doto model (body!))2542 :touch (touch! model)2543 :proprioception (proprioception! model)2544 :muscles (movement! model)}))2545 #+end_src2546 #+end_listing2548 ** Embodiment factors action recognition into manageable parts2550 Using empathy, I divide the problem of action recognition into a2551 recognition process expressed in the language of a full compliment2552 of senses, and an imaginative process that generates full sensory2553 data from partial sensory data. Splitting the action recognition2554 problem in this manner greatly reduces the total amount of work to2555 recognize actions: The imaginative process is mostly just matching2556 previous experience, and the recognition process gets to use all2557 the senses to directly describe any action.2559 ** Action recognition is easy with a full gamut of senses2561 Embodied representations using multiple senses such as touch,2562 proprioception, and muscle tension turns out be be exceedingly2563 efficient at describing body-centered actions. It is the right2564 language for the job. For example, it takes only around 5 lines of2565 LISP code to describe the action of curling using embodied2566 primitives. It takes about 10 lines to describe the seemingly2567 complicated action of wiggling.2569 The following action predicates each take a stream of sensory2570 experience, observe however much of it they desire, and decide2571 whether the worm is doing the action they describe. =curled?=2572 relies on proprioception, =resting?= relies on touch, =wiggling?=2573 relies on a Fourier analysis of muscle contraction, and2574 =grand-circle?= relies on touch and reuses =curled?= in its2575 definition, showing how embodied predicates can be composed.2577 #+caption: Program for detecting whether the worm is curled. This is the2578 #+caption: simplest action predicate, because it only uses the last frame2579 #+caption: of sensory experience, and only uses proprioceptive data. Even2580 #+caption: this simple predicate, however, is automatically frame2581 #+caption: independent and ignores vermopomorphic \begin{footnote} Like2582 #+caption: \emph{anthropomorphic}, except for worms instead of humans.2583 #+caption: \end{footnote} differences such as worm textures and colors.2584 #+name: curled2585 #+begin_listing clojure2586 #+begin_src clojure2587 (defn curled?2588 "Is the worm curled up?"2589 [experiences]2590 (every?2591 (fn [[_ _ bend]]2592 (> (Math/sin bend) 0.64))2593 (:proprioception (peek experiences))))2594 #+end_src2595 #+end_listing2597 #+caption: Program for summarizing the touch information in a patch2598 #+caption: of skin.2599 #+name: touch-summary2600 #+begin_listing clojure2601 #+begin_src clojure2602 (defn contact2603 "Determine how much contact a particular worm segment has with2604 other objects. Returns a value between 0 and 1, where 1 is full2605 contact and 0 is no contact."2606 [touch-region [coords contact :as touch]]2607 (-> (zipmap coords contact)2608 (select-keys touch-region)2609 (vals)2610 (#(map first %))2611 (average)2612 (* 10)2613 (- 1)2614 (Math/abs)))2615 #+end_src2616 #+end_listing2619 #+caption: Program for detecting whether the worm is at rest. This program2620 #+caption: uses a summary of the tactile information from the underbelly2621 #+caption: of the worm, and is only true if every segment is touching the2622 #+caption: floor. Note that this function contains no references to2623 #+caption: proprioception at all.2624 #+name: resting2625 #+begin_listing clojure2626 #+begin_src clojure2627 (def worm-segment-bottom (rect-region [8 15] [14 22]))2629 (defn resting?2630 "Is the worm resting on the ground?"2631 [experiences]2632 (every?2633 (fn [touch-data]2634 (< 0.9 (contact worm-segment-bottom touch-data)))2635 (:touch (peek experiences))))2636 #+end_src2637 #+end_listing2639 #+caption: Program for detecting whether the worm is curled up into a2640 #+caption: full circle. Here the embodied approach begins to shine, as2641 #+caption: I am able to both use a previous action predicate (=curled?=)2642 #+caption: as well as the direct tactile experience of the head and tail.2643 #+name: grand-circle2644 #+begin_listing clojure2645 #+begin_src clojure2646 (def worm-segment-bottom-tip (rect-region [15 15] [22 22]))2648 (def worm-segment-top-tip (rect-region [0 15] [7 22]))2650 (defn grand-circle?2651 "Does the worm form a majestic circle (one end touching the other)?"2652 [experiences]2653 (and (curled? experiences)2654 (let [worm-touch (:touch (peek experiences))2655 tail-touch (worm-touch 0)2656 head-touch (worm-touch 4)]2657 (and (< 0.55 (contact worm-segment-bottom-tip tail-touch))2658 (< 0.55 (contact worm-segment-top-tip head-touch))))))2659 #+end_src2660 #+end_listing2663 #+caption: Program for detecting whether the worm has been wiggling for2664 #+caption: the last few frames. It uses a Fourier analysis of the muscle2665 #+caption: contractions of the worm's tail to determine wiggling. This is2666 #+caption: significant because there is no particular frame that clearly2667 #+caption: indicates that the worm is wiggling --- only when multiple frames2668 #+caption: are analyzed together is the wiggling revealed. Defining2669 #+caption: wiggling this way also gives the worm an opportunity to learn2670 #+caption: and recognize ``frustrated wiggling'', where the worm tries to2671 #+caption: wiggle but can't. Frustrated wiggling is very visually different2672 #+caption: from actual wiggling, but this definition gives it to us for free.2673 #+name: wiggling2674 #+begin_listing clojure2675 #+begin_src clojure2676 (defn fft [nums]2677 (map2678 #(.getReal %)2679 (.transform2680 (FastFourierTransformer. DftNormalization/STANDARD)2681 (double-array nums) TransformType/FORWARD)))2683 (def indexed (partial map-indexed vector))2685 (defn max-indexed [s]2686 (first (sort-by (comp - second) (indexed s))))2688 (defn wiggling?2689 "Is the worm wiggling?"2690 [experiences]2691 (let [analysis-interval 0x40]2692 (when (> (count experiences) analysis-interval)2693 (let [a-flex 32694 a-ex 22695 muscle-activity2696 (map :muscle (vector:last-n experiences analysis-interval))2697 base-activity2698 (map #(- (% a-flex) (% a-ex)) muscle-activity)]2699 (= 22700 (first2701 (max-indexed2702 (map #(Math/abs %)2703 (take 20 (fft base-activity))))))))))2704 #+end_src2705 #+end_listing2707 With these action predicates, I can now recognize the actions of2708 the worm while it is moving under my control and I have access to2709 all the worm's senses.2711 #+caption: Use the action predicates defined earlier to report on2712 #+caption: what the worm is doing while in simulation.2713 #+name: report-worm-activity2714 #+begin_listing clojure2715 #+begin_src clojure2716 (defn debug-experience2717 [experiences text]2718 (cond2719 (grand-circle? experiences) (.setText text "Grand Circle")2720 (curled? experiences) (.setText text "Curled")2721 (wiggling? experiences) (.setText text "Wiggling")2722 (resting? experiences) (.setText text "Resting")))2723 #+end_src2724 #+end_listing2726 #+caption: Using =debug-experience=, the body-centered predicates2727 #+caption: work together to classify the behavior of the worm.2728 #+caption: the predicates are operating with access to the worm's2729 #+caption: full sensory data.2730 #+name: basic-worm-view2731 #+ATTR_LaTeX: :width 10cm2732 [[./images/worm-identify-init.png]]2734 These action predicates satisfy the recognition requirement of an2735 empathic recognition system. There is power in the simplicity of2736 the action predicates. They describe their actions without getting2737 confused in visual details of the worm. Each one is frame2738 independent, but more than that, they are each independent of2739 irrelevant visual details of the worm and the environment. They2740 will work regardless of whether the worm is a different color or2741 heavily textured, or if the environment has strange lighting.2743 The trick now is to make the action predicates work even when the2744 sensory data on which they depend is absent. If I can do that, then2745 I will have gained much.2747 ** \Phi-space describes the worm's experiences2749 As a first step towards building empathy, I need to gather all of2750 the worm's experiences during free play. I use a simple vector to2751 store all the experiences.2753 Each element of the experience vector exists in the vast space of2754 all possible worm-experiences. Most of this vast space is actually2755 unreachable due to physical constraints of the worm's body. For2756 example, the worm's segments are connected by hinge joints that put2757 a practical limit on the worm's range of motions without limiting2758 its degrees of freedom. Some groupings of senses are impossible;2759 the worm can not be bent into a circle so that its ends are2760 touching and at the same time not also experience the sensation of2761 touching itself.2763 As the worm moves around during free play and its experience vector2764 grows larger, the vector begins to define a subspace which is all2765 the sensations the worm can practically experience during normal2766 operation. I call this subspace \Phi-space, short for2767 physical-space. The experience vector defines a path through2768 \Phi-space. This path has interesting properties that all derive2769 from physical embodiment. The proprioceptive components are2770 completely smooth, because in order for the worm to move from one2771 position to another, it must pass through the intermediate2772 positions. The path invariably forms loops as actions are repeated.2773 Finally and most importantly, proprioception actually gives very2774 strong inference about the other senses. For example, when the worm2775 is flat, you can infer that it is touching the ground and that its2776 muscles are not active, because if the muscles were active, the2777 worm would be moving and would not be perfectly flat. In order to2778 stay flat, the worm has to be touching the ground, or it would2779 again be moving out of the flat position due to gravity. If the2780 worm is positioned in such a way that it interacts with itself,2781 then it is very likely to be feeling the same tactile feelings as2782 the last time it was in that position, because it has the same body2783 as then. If you observe multiple frames of proprioceptive data,2784 then you can become increasingly confident about the exact2785 activations of the worm's muscles, because it generally takes a2786 unique combination of muscle contractions to transform the worm's2787 body along a specific path through \Phi-space.2789 There is a simple way of taking \Phi-space and the total ordering2790 provided by an experience vector and reliably inferring the rest of2791 the senses.2793 ** Empathy is the process of tracing though \Phi-space2795 Here is the core of a basic empathy algorithm, starting with an2796 experience vector:2798 First, group the experiences into tiered proprioceptive bins. I use2799 powers of 10 and 3 bins, and the smallest bin has an approximate2800 size of 0.001 radians in all proprioceptive dimensions.2802 Then, given a sequence of proprioceptive input, generate a set of2803 matching experience records for each input, using the tiered2804 proprioceptive bins.2806 Finally, to infer sensory data, select the longest consecutive chain2807 of experiences. Consecutive experience means that the experiences2808 appear next to each other in the experience vector.2810 This algorithm has three advantages:2812 1. It's simple2814 3. It's very fast -- retrieving possible interpretations takes2815 constant time. Tracing through chains of interpretations takes2816 time proportional to the average number of experiences in a2817 proprioceptive bin. Redundant experiences in \Phi-space can be2818 merged to save computation.2820 2. It protects from wrong interpretations of transient ambiguous2821 proprioceptive data. For example, if the worm is flat for just2822 an instant, this flatness will not be interpreted as implying2823 that the worm has its muscles relaxed, since the flatness is2824 part of a longer chain which includes a distinct pattern of2825 muscle activation. Markov chains or other memoryless statistical2826 models that operate on individual frames may very well make this2827 mistake.2829 #+caption: Program to convert an experience vector into a2830 #+caption: proprioceptively binned lookup function.2831 #+name: bin2832 #+begin_listing clojure2833 #+begin_src clojure2834 (defn bin [digits]2835 (fn [angles]2836 (->> angles2837 (flatten)2838 (map (juxt #(Math/sin %) #(Math/cos %)))2839 (flatten)2840 (mapv #(Math/round (* % (Math/pow 10 (dec digits))))))))2842 (defn gen-phi-scan2843 "Nearest-neighbors with binning. Only returns a result if2844 the proprioceptive data is within 10% of a previously recorded2845 result in all dimensions."2846 [phi-space]2847 (let [bin-keys (map bin [3 2 1])2848 bin-maps2849 (map (fn [bin-key]2850 (group-by2851 (comp bin-key :proprioception phi-space)2852 (range (count phi-space)))) bin-keys)2853 lookups (map (fn [bin-key bin-map]2854 (fn [proprio] (bin-map (bin-key proprio))))2855 bin-keys bin-maps)]2856 (fn lookup [proprio-data]2857 (set (some #(% proprio-data) lookups)))))2858 #+end_src2859 #+end_listing2861 #+caption: =longest-thread= finds the longest path of consecutive2862 #+caption: experiences to explain proprioceptive worm data from2863 #+caption: previous data. Here, the film strip represents the2864 #+caption: creature's previous experience. Sort sequeuces of2865 #+caption: memories are spliced together to match the2866 #+caption: proprioceptive data. Their carry the other senses2867 #+caption: along with them.2868 #+name: phi-space-history-scan2869 #+ATTR_LaTeX: :width 10cm2870 [[./images/film-of-imagination.png]]2872 =longest-thread= infers sensory data by stitching together pieces2873 from previous experience. It prefers longer chains of previous2874 experience to shorter ones. For example, during training the worm2875 might rest on the ground for one second before it performs its2876 exercises. If during recognition the worm rests on the ground for2877 five seconds, =longest-thread= will accommodate this five second2878 rest period by looping the one second rest chain five times.2880 =longest-thread= takes time proportional to the average number of2881 entries in a proprioceptive bin, because for each element in the2882 starting bin it performs a series of set lookups in the preceding2883 bins. If the total history is limited, then this is only a constant2884 multiple times the number of entries in the starting bin. This2885 analysis also applies even if the action requires multiple longest2886 chains -- it's still the average number of entries in a2887 proprioceptive bin times the desired chain length. Because2888 =longest-thread= is so efficient and simple, I can interpret2889 worm-actions in real time.2891 #+caption: Program to calculate empathy by tracing though \Phi-space2892 #+caption: and finding the longest (ie. most coherent) interpretation2893 #+caption: of the data.2894 #+name: longest-thread2895 #+begin_listing clojure2896 #+begin_src clojure2897 (defn longest-thread2898 "Find the longest thread from phi-index-sets. The index sets should2899 be ordered from most recent to least recent."2900 [phi-index-sets]2901 (loop [result '()2902 [thread-bases & remaining :as phi-index-sets] phi-index-sets]2903 (if (empty? phi-index-sets)2904 (vec result)2905 (let [threads2906 (for [thread-base thread-bases]2907 (loop [thread (list thread-base)2908 remaining remaining]2909 (let [next-index (dec (first thread))]2910 (cond (empty? remaining) thread2911 (contains? (first remaining) next-index)2912 (recur2913 (cons next-index thread) (rest remaining))2914 :else thread))))2915 longest-thread2916 (reduce (fn [thread-a thread-b]2917 (if (> (count thread-a) (count thread-b))2918 thread-a thread-b))2919 '(nil)2920 threads)]2921 (recur (concat longest-thread result)2922 (drop (count longest-thread) phi-index-sets))))))2923 #+end_src2924 #+end_listing2926 There is one final piece, which is to replace missing sensory data2927 with a best-guess estimate. While I could fill in missing data by2928 using a gradient over the closest known sensory data points,2929 averages can be misleading. It is certainly possible to create an2930 impossible sensory state by averaging two possible sensory states.2931 Therefore, I simply replicate the most recent sensory experience to2932 fill in the gaps.2934 #+caption: Fill in blanks in sensory experience by replicating the most2935 #+caption: recent experience.2936 #+name: infer-nils2937 #+begin_listing clojure2938 #+begin_src clojure2939 (defn infer-nils2940 "Replace nils with the next available non-nil element in the2941 sequence, or barring that, 0."2942 [s]2943 (loop [i (dec (count s))2944 v (transient s)]2945 (if (zero? i) (persistent! v)2946 (if-let [cur (v i)]2947 (if (get v (dec i) 0)2948 (recur (dec i) v)2949 (recur (dec i) (assoc! v (dec i) cur)))2950 (recur i (assoc! v i 0))))))2951 #+end_src2952 #+end_listing2954 ** =EMPATH= recognizes actions efficiently2956 To use =EMPATH= with the worm, I first need to gather a set of2957 experiences from the worm that includes the actions I want to2958 recognize. The =generate-phi-space= program (listing2959 \ref{generate-phi-space} runs the worm through a series of2960 exercises and gatherers those experiences into a vector. The2961 =do-all-the-things= program is a routine expressed in a simple2962 muscle contraction script language for automated worm control. It2963 causes the worm to rest, curl, and wiggle over about 700 frames2964 (approx. 11 seconds).2966 #+caption: Program to gather the worm's experiences into a vector for2967 #+caption: further processing. The =motor-control-program= line uses2968 #+caption: a motor control script that causes the worm to execute a series2969 #+caption: of ``exercises'' that include all the action predicates.2970 #+name: generate-phi-space2971 #+begin_listing clojure2972 #+begin_src clojure2973 (def do-all-the-things2974 (concat2975 curl-script2976 [[300 :d-ex 40]2977 [320 :d-ex 0]]2978 (shift-script 280 (take 16 wiggle-script))))2980 (defn generate-phi-space []2981 (let [experiences (atom [])]2982 (run-world2983 (apply-map2984 worm-world2985 (merge2986 (worm-world-defaults)2987 {:end-frame 7002988 :motor-control2989 (motor-control-program worm-muscle-labels do-all-the-things)2990 :experiences experiences})))2991 @experiences))2992 #+end_src2993 #+end_listing2995 #+caption: Use longest thread and a phi-space generated from a short2996 #+caption: exercise routine to interpret actions during free play.2997 #+name: empathy-debug2998 #+begin_listing clojure2999 #+begin_src clojure3000 (defn init []3001 (def phi-space (generate-phi-space))3002 (def phi-scan (gen-phi-scan phi-space)))3004 (defn empathy-demonstration []3005 (let [proprio (atom ())]3006 (fn3007 [experiences text]3008 (let [phi-indices (phi-scan (:proprioception (peek experiences)))]3009 (swap! proprio (partial cons phi-indices))3010 (let [exp-thread (longest-thread (take 300 @proprio))3011 empathy (mapv phi-space (infer-nils exp-thread))]3012 (println-repl (vector:last-n exp-thread 22))3013 (cond3014 (grand-circle? empathy) (.setText text "Grand Circle")3015 (curled? empathy) (.setText text "Curled")3016 (wiggling? empathy) (.setText text "Wiggling")3017 (resting? empathy) (.setText text "Resting")3018 :else (.setText text "Unknown")))))))3020 (defn empathy-experiment [record]3021 (.start (worm-world :experience-watch (debug-experience-phi)3022 :record record :worm worm*)))3023 #+end_src3024 #+end_listing3026 The result of running =empathy-experiment= is that the system is3027 generally able to interpret worm actions using the action-predicates3028 on simulated sensory data just as well as with actual data. Figure3029 \ref{empathy-debug-image} was generated using =empathy-experiment=:3031 #+caption: From only proprioceptive data, =EMPATH= was able to infer3032 #+caption: the complete sensory experience and classify four poses3033 #+caption: (The last panel shows a composite image of /wiggling/,3034 #+caption: a dynamic pose.)3035 #+name: empathy-debug-image3036 #+ATTR_LaTeX: :width 10cm :placement [H]3037 [[./images/empathy-1.png]]3039 One way to measure the performance of =EMPATH= is to compare the3040 suitability of the imagined sense experience to trigger the same3041 action predicates as the real sensory experience.3043 #+caption: Determine how closely empathy approximates actual3044 #+caption: sensory data.3045 #+name: test-empathy-accuracy3046 #+begin_listing clojure3047 #+begin_src clojure3048 (def worm-action-label3049 (juxt grand-circle? curled? wiggling?))3051 (defn compare-empathy-with-baseline [matches]3052 (let [proprio (atom ())]3053 (fn3054 [experiences text]3055 (let [phi-indices (phi-scan (:proprioception (peek experiences)))]3056 (swap! proprio (partial cons phi-indices))3057 (let [exp-thread (longest-thread (take 300 @proprio))3058 empathy (mapv phi-space (infer-nils exp-thread))3059 experience-matches-empathy3060 (= (worm-action-label experiences)3061 (worm-action-label empathy))]3062 (println-repl experience-matches-empathy)3063 (swap! matches #(conj % experience-matches-empathy)))))))3065 (defn accuracy [v]3066 (float (/ (count (filter true? v)) (count v))))3068 (defn test-empathy-accuracy []3069 (let [res (atom [])]3070 (run-world3071 (worm-world :experience-watch3072 (compare-empathy-with-baseline res)3073 :worm worm*))3074 (accuracy @res)))3075 #+end_src3076 #+end_listing3078 Running =test-empathy-accuracy= using the very short exercise3079 program defined in listing \ref{generate-phi-space}, and then doing3080 a similar pattern of activity manually yields an accuracy of around3081 73%. This is based on very limited worm experience. By training the3082 worm for longer, the accuracy dramatically improves.3084 #+caption: Program to generate \Phi-space using manual training.3085 #+name: manual-phi-space3086 #+begin_listing clojure3087 #+begin_src clojure3088 (defn init-interactive []3089 (def phi-space3090 (let [experiences (atom [])]3091 (run-world3092 (apply-map3093 worm-world3094 (merge3095 (worm-world-defaults)3096 {:experiences experiences})))3097 @experiences))3098 (def phi-scan (gen-phi-scan phi-space)))3099 #+end_src3100 #+end_listing3102 After about 1 minute of manual training, I was able to achieve 95%3103 accuracy on manual testing of the worm using =init-interactive= and3104 =test-empathy-accuracy=. The majority of errors are near the3105 boundaries of transitioning from one type of action to another.3106 During these transitions the exact label for the action is more open3107 to interpretation, and disagreement between empathy and experience3108 is more excusable.3110 ** Digression: Learn touch sensor layout through free play3112 In the previous section I showed how to compute actions in terms of3113 body-centered predicates which relied on the average touch3114 activation of pre-defined regions of the worm's skin. What if,3115 instead of receiving touch pre-grouped into the six faces of each3116 worm segment, the true topology of the worm's skin was unknown?3117 This is more similar to how a nerve fiber bundle might be3118 arranged. While two fibers that are close in a nerve bundle /might/3119 correspond to two touch sensors that are close together on the3120 skin, the process of taking a complicated surface and forcing it3121 into essentially a circle requires some cuts and rearrangements.3123 In this section I show how to automatically learn the skin-topology of3124 a worm segment by free exploration. As the worm rolls around on the3125 floor, large sections of its surface get activated. If the worm has3126 stopped moving, then whatever region of skin that is touching the3127 floor is probably an important region, and should be recorded.3129 #+caption: Program to detect whether the worm is in a resting state3130 #+caption: with one face touching the floor.3131 #+name: pure-touch3132 #+begin_listing clojure3133 #+begin_src clojure3134 (def full-contact [(float 0.0) (float 0.1)])3136 (defn pure-touch?3137 "This is worm specific code to determine if a large region of touch3138 sensors is either all on or all off."3139 [[coords touch :as touch-data]]3140 (= (set (map first touch)) (set full-contact)))3141 #+end_src3142 #+end_listing3144 After collecting these important regions, there will many nearly3145 similar touch regions. While for some purposes the subtle3146 differences between these regions will be important, for my3147 purposes I collapse them into mostly non-overlapping sets using3148 =remove-similar= in listing \ref{remove-similar}3150 #+caption: Program to take a list of sets of points and ``collapse them''3151 #+caption: so that the remaining sets in the list are significantly3152 #+caption: different from each other. Prefer smaller sets to larger ones.3153 #+name: remove-similar3154 #+begin_listing clojure3155 #+begin_src clojure3156 (defn remove-similar3157 [coll]3158 (loop [result () coll (sort-by (comp - count) coll)]3159 (if (empty? coll) result3160 (let [[x & xs] coll3161 c (count x)]3162 (if (some3163 (fn [other-set]3164 (let [oc (count other-set)]3165 (< (- (count (union other-set x)) c) (* oc 0.1))))3166 xs)3167 (recur result xs)3168 (recur (cons x result) xs))))))3169 #+end_src3170 #+end_listing3172 Actually running this simulation is easy given =CORTEX='s facilities.3174 #+caption: Collect experiences while the worm moves around. Filter the touch3175 #+caption: sensations by stable ones, collapse similar ones together,3176 #+caption: and report the regions learned.3177 #+name: learn-touch3178 #+begin_listing clojure3179 #+begin_src clojure3180 (defn learn-touch-regions []3181 (let [experiences (atom [])3182 world (apply-map3183 worm-world3184 (assoc (worm-segment-defaults)3185 :experiences experiences))]3186 (run-world world)3187 (->>3188 @experiences3189 (drop 175)3190 ;; access the single segment's touch data3191 (map (comp first :touch))3192 ;; only deal with "pure" touch data to determine surfaces3193 (filter pure-touch?)3194 ;; associate coordinates with touch values3195 (map (partial apply zipmap))3196 ;; select those regions where contact is being made3197 (map (partial group-by second))3198 (map #(get % full-contact))3199 (map (partial map first))3200 ;; remove redundant/subset regions3201 (map set)3202 remove-similar)))3204 (defn learn-and-view-touch-regions []3205 (map view-touch-region3206 (learn-touch-regions)))3207 #+end_src3208 #+end_listing3210 The only thing remaining to define is the particular motion the worm3211 must take. I accomplish this with a simple motor control program.3213 #+caption: Motor control program for making the worm roll on the ground.3214 #+caption: This could also be replaced with random motion.3215 #+name: worm-roll3216 #+begin_listing clojure3217 #+begin_src clojure3218 (defn touch-kinesthetics []3219 [[170 :lift-1 40]3220 [190 :lift-1 19]3221 [206 :lift-1 0]3223 [400 :lift-2 40]3224 [410 :lift-2 0]3226 [570 :lift-2 40]3227 [590 :lift-2 21]3228 [606 :lift-2 0]3230 [800 :lift-1 30]3231 [809 :lift-1 0]3233 [900 :roll-2 40]3234 [905 :roll-2 20]3235 [910 :roll-2 0]3237 [1000 :roll-2 40]3238 [1005 :roll-2 20]3239 [1010 :roll-2 0]3241 [1100 :roll-2 40]3242 [1105 :roll-2 20]3243 [1110 :roll-2 0]3244 ])3245 #+end_src3246 #+end_listing3249 #+caption: The small worm rolls around on the floor, driven3250 #+caption: by the motor control program in listing \ref{worm-roll}.3251 #+name: worm-roll3252 #+ATTR_LaTeX: :width 12cm3253 [[./images/worm-roll.png]]3256 #+caption: After completing its adventures, the worm now knows3257 #+caption: how its touch sensors are arranged along its skin. These3258 #+caption: are the regions that were deemed important by3259 #+caption: =learn-touch-regions=. Note that the worm has discovered3260 #+caption: that it has six sides.3261 #+name: worm-touch-map3262 #+ATTR_LaTeX: :width 12cm3263 [[./images/touch-learn.png]]3265 While simple, =learn-touch-regions= exploits regularities in both3266 the worm's physiology and the worm's environment to correctly3267 deduce that the worm has six sides. Note that =learn-touch-regions=3268 would work just as well even if the worm's touch sense data were3269 completely scrambled. The cross shape is just for convenience. This3270 example justifies the use of pre-defined touch regions in =EMPATH=.3272 * Contributions3274 In this thesis you have seen the =CORTEX= system, a complete3275 environment for creating simulated creatures. You have seen how to3276 implement five senses: touch, proprioception, hearing, vision, and3277 muscle tension. You have seen how to create new creatures using3278 blender, a 3D modeling tool. I hope that =CORTEX= will be useful in3279 further research projects. To this end I have included the full3280 source to =CORTEX= along with a large suite of tests and examples. I3281 have also created a user guide for =CORTEX= which is included in an3282 appendix to this thesis.3284 You have also seen how I used =CORTEX= as a platform to attach the3285 /action recognition/ problem, which is the problem of recognizing3286 actions in video. You saw a simple system called =EMPATH= which3287 identifies actions by first describing actions in a body-centered,3288 rich sense language, then inferring a full range of sensory3289 experience from limited data using previous experience gained from3290 free play.3292 As a minor digression, you also saw how I used =CORTEX= to enable a3293 tiny worm to discover the topology of its skin simply by rolling on3294 the ground.3296 In conclusion, the main contributions of this thesis are:3298 - =CORTEX=, a comprehensive platform for embodied AI experiments.3299 =CORTEX= supports many features lacking in other systems, such3300 proper simulation of hearing. It is easy to create new =CORTEX=3301 creatures using Blender, a free 3D modeling program.3303 - =EMPATH=, which uses =CORTEX= to identify the actions of a3304 worm-like creature using a computational model of empathy.3306 #+BEGIN_LaTeX3307 \appendix3308 #+END_LaTeX3310 * Appendix: =CORTEX= User Guide3312 Those who write a thesis should endeavor to make their code not only3313 accessible, but actually usable, as a way to pay back the community3314 that made the thesis possible in the first place. This thesis would3315 not be possible without Free Software such as jMonkeyEngine3,3316 Blender, clojure, emacs, ffmpeg, and many other tools. That is why I3317 have included this user guide, in the hope that someone else might3318 find =CORTEX= useful.3320 ** Obtaining =CORTEX=3322 You can get cortex from its mercurial repository at3323 http://hg.bortreb.com/cortex. You may also download =CORTEX=3324 releases at http://aurellem.org/cortex/releases/. As a condition of3325 making this thesis, I have also provided Professor Winston the3326 =CORTEX= source, and he knows how to run the demos and get started.3327 You may also email me at =cortex@aurellem.org= and I may help where3328 I can.3330 ** Running =CORTEX=3332 =CORTEX= comes with README and INSTALL files that will guide you3333 through installation and running the test suite. In particular you3334 should look at test =cortex.test= which contains test suites that3335 run through all senses and multiple creatures.3337 ** Creating creatures3339 Creatures are created using /Blender/, a free 3D modeling program.3340 You will need Blender version 2.6 when using the =CORTEX= included3341 in this thesis. You create a =CORTEX= creature in a similar manner3342 to modeling anything in Blender, except that you also create3343 several trees of empty nodes which define the creature's senses.3345 *** Mass3347 To give an object mass in =CORTEX=, add a ``mass'' metadata label3348 to the object with the mass in jMonkeyEngine units. Note that3349 setting the mass to 0 causes the object to be immovable.3351 *** Joints3353 Joints are created by creating an empty node named =joints= and3354 then creating any number of empty child nodes to represent your3355 creature's joints. The joint will automatically connect the3356 closest two physical objects. It will help to set the empty node's3357 display mode to ``Arrows'' so that you can clearly see the3358 direction of the axes.3360 Joint nodes should have the following metadata under the ``joint''3361 label:3363 #+BEGIN_SRC clojure3364 ;; ONE OF the following, under the label "joint":3365 {:type :point}3367 ;; OR3369 {:type :hinge3370 :limit [<limit-low> <limit-high>]3371 :axis (Vector3f. <x> <y> <z>)}3372 ;;(:axis defaults to (Vector3f. 1 0 0) if not provided for hinge joints)3374 ;; OR3376 {:type :cone3377 :limit-xz <lim-xz>3378 :limit-xy <lim-xy>3379 :twist <lim-twist>} ;(use XZY rotation mode in blender!)3380 #+END_SRC3382 *** Eyes3384 Eyes are created by creating an empty node named =eyes= and then3385 creating any number of empty child nodes to represent your3386 creature's eyes.3388 Eye nodes should have the following metadata under the ``eye''3389 label:3391 #+BEGIN_SRC clojure3392 {:red <red-retina-definition>3393 :blue <blue-retina-definition>3394 :green <green-retina-definition>3395 :all <all-retina-definition>3396 (<0xrrggbb> <custom-retina-image>)...3397 }3398 #+END_SRC3400 Any of the color channels may be omitted. You may also include3401 your own color selectors, and in fact :red is equivalent to3402 0xFF0000 and so forth. The eye will be placed at the same position3403 as the empty node and will bind to the neatest physical object.3404 The eye will point outward from the X-axis of the node, and ``up''3405 will be in the direction of the X-axis of the node. It will help3406 to set the empty node's display mode to ``Arrows'' so that you can3407 clearly see the direction of the axes.3409 Each retina file should contain white pixels wherever you want to be3410 sensitive to your chosen color. If you want the entire field of3411 view, specify :all of 0xFFFFFF and a retinal map that is entirely3412 white.3414 Here is a sample retinal map:3416 #+caption: An example retinal profile image. White pixels are3417 #+caption: photo-sensitive elements. The distribution of white3418 #+caption: pixels is denser in the middle and falls off at the3419 #+caption: edges and is inspired by the human retina.3420 #+name: retina3421 #+ATTR_LaTeX: :width 7cm :placement [H]3422 [[./images/retina-small.png]]3424 *** Hearing3426 Ears are created by creating an empty node named =ears= and then3427 creating any number of empty child nodes to represent your3428 creature's ears.3430 Ear nodes do not require any metadata.3432 The ear will bind to and follow the closest physical node.3434 *** Touch3436 Touch is handled similarly to mass. To make a particular object3437 touch sensitive, add metadata of the following form under the3438 object's ``touch'' metadata field:3440 #+BEGIN_EXAMPLE3441 <touch-UV-map-file-name>3442 #+END_EXAMPLE3444 You may also include an optional ``scale'' metadata number to3445 specify the length of the touch feelers. The default is $0.1$,3446 and this is generally sufficient.3448 The touch UV should contain white pixels for each touch sensor.3450 Here is an example touch-uv map that approximates a human finger,3451 and its corresponding model.3453 #+caption: This is the tactile-sensor-profile for the upper segment3454 #+caption: of a fingertip. It defines regions of high touch sensitivity3455 #+caption: (where there are many white pixels) and regions of low3456 #+caption: sensitivity (where white pixels are sparse).3457 #+name: guide-fingertip-UV3458 #+ATTR_LaTeX: :width 9cm :placement [H]3459 [[./images/finger-UV.png]]3461 #+caption: The fingertip UV-image form above applied to a simple3462 #+caption: model of a fingertip.3463 #+name: guide-fingertip3464 #+ATTR_LaTeX: :width 9cm :placement [H]3465 [[./images/finger-2.png]]3467 *** Proprioception3469 Proprioception is tied to each joint node -- nothing special must3470 be done in a blender model to enable proprioception other than3471 creating joint nodes.3473 *** Muscles3475 Muscles are created by creating an empty node named =muscles= and3476 then creating any number of empty child nodes to represent your3477 creature's muscles.3480 Muscle nodes should have the following metadata under the3481 ``muscle'' label:3483 #+BEGIN_EXAMPLE3484 <muscle-profile-file-name>3485 #+END_EXAMPLE3487 Muscles should also have a ``strength'' metadata entry describing3488 the muscle's total strength at full activation.3490 Muscle profiles are simple images that contain the relative amount3491 of muscle power in each simulated alpha motor neuron. The width of3492 the image is the total size of the motor pool, and the redness of3493 each neuron is the relative power of that motor pool.3495 While the profile image can have any dimensions, only the first3496 line of pixels is used to define the muscle. Here is a sample3497 muscle profile image that defines a human-like muscle.3499 #+caption: A muscle profile image that describes the strengths3500 #+caption: of each motor neuron in a muscle. White is weakest3501 #+caption: and dark red is strongest. This particular pattern3502 #+caption: has weaker motor neurons at the beginning, just3503 #+caption: like human muscle.3504 #+name: muscle-recruit3505 #+ATTR_LaTeX: :width 7cm :placement [H]3506 [[./images/basic-muscle.png]]3508 Muscles twist the nearest physical object about the muscle node's3509 Z-axis. I recommend using the ``Single Arrow'' display mode for3510 muscles and using the right hand rule to determine which way the3511 muscle will twist. To make a segment that can twist in multiple3512 directions, create multiple, differently aligned muscles.3514 ** =CORTEX= API3516 These are the some functions exposed by =CORTEX= for creating3517 worlds and simulating creatures. These are in addition to3518 jMonkeyEngine3's extensive library, which is documented elsewhere.3520 *** Simulation3521 - =(world root-node key-map setup-fn update-fn)= :: create3522 a simulation.3523 - /root-node/ :: a =com.jme3.scene.Node= object which3524 contains all of the objects that should be in the3525 simulation.3527 - /key-map/ :: a map from strings describing keys to3528 functions that should be executed whenever that key is3529 pressed. the functions should take a SimpleApplication3530 object and a boolean value. The SimpleApplication is the3531 current simulation that is running, and the boolean is true3532 if the key is being pressed, and false if it is being3533 released. As an example,3534 #+BEGIN_SRC clojure3535 {"key-j" (fn [game value] (if value (println "key j pressed")))}3536 #+END_SRC3537 is a valid key-map which will cause the simulation to print3538 a message whenever the 'j' key on the keyboard is pressed.3540 - /setup-fn/ :: a function that takes a =SimpleApplication=3541 object. It is called once when initializing the simulation.3542 Use it to create things like lights, change the gravity,3543 initialize debug nodes, etc.3545 - /update-fn/ :: this function takes a =SimpleApplication=3546 object and a float and is called every frame of the3547 simulation. The float tells how many seconds is has been3548 since the last frame was rendered, according to whatever3549 clock jme is currently using. The default is to use IsoTimer3550 which will result in this value always being the same.3552 - =(position-camera world position rotation)= :: set the position3553 of the simulation's main camera.3555 - =(enable-debug world)= :: turn on debug wireframes for each3556 simulated object.3558 - =(set-gravity world gravity)= :: set the gravity of a running3559 simulation.3561 - =(box length width height & {options})= :: create a box in the3562 simulation. Options is a hash map specifying texture, mass,3563 etc. Possible options are =:name=, =:color=, =:mass=,3564 =:friction=, =:texture=, =:material=, =:position=,3565 =:rotation=, =:shape=, and =:physical?=.3567 - =(sphere radius & {options})= :: create a sphere in the simulation.3568 Options are the same as in =box=.3570 - =(load-blender-model file-name)= :: create a node structure3571 representing that described in a blender file.3573 - =(light-up-everything world)= :: distribute a standard compliment3574 of lights throughout the simulation. Should be adequate for most3575 purposes.3577 - =(node-seq node)= :: return a recursive list of the node's3578 children.3580 - =(nodify name children)= :: construct a node given a node-name and3581 desired children.3583 - =(add-element world element)= :: add an object to a running world3584 simulation.3586 - =(set-accuracy world accuracy)= :: change the accuracy of the3587 world's physics simulator.3589 - =(asset-manager)= :: get an /AssetManager/, a jMonkeyEngine3590 construct that is useful for loading textures and is required3591 for smooth interaction with jMonkeyEngine library functions.3593 - =(load-bullet)= :: unpack native libraries and initialize3594 blender. This function is required before other world building3595 functions are called.3597 *** Creature Manipulation / Import3599 - =(body! creature)= :: give the creature a physical body.3601 - =(vision! creature)= :: give the creature a sense of vision.3602 Returns a list of functions which will each, when called3603 during a simulation, return the vision data for the channel of3604 one of the eyes. The functions are ordered depending on the3605 alphabetical order of the names of the eye nodes in the3606 blender file. The data returned by the functions is a vector3607 containing the eye's /topology/, a vector of coordinates, and3608 the eye's /data/, a vector of RGB values filtered by the eye's3609 sensitivity.3611 - =(hearing! creature)= :: give the creature a sense of hearing.3612 Returns a list of functions, one for each ear, that when3613 called will return a frame's worth of hearing data for that3614 ear. The functions are ordered depending on the alphabetical3615 order of the names of the ear nodes in the blender file. The3616 data returned by the functions is an array PCM encoded wav3617 data.3619 - =(touch! creature)= :: give the creature a sense of touch. Returns3620 a single function that must be called with the /root node/ of3621 the world, and which will return a vector of /touch-data/3622 one entry for each touch sensitive component, each entry of3623 which contains a /topology/ that specifies the distribution of3624 touch sensors, and the /data/, which is a vector of3625 =[activation, length]= pairs for each touch hair.3627 - =(proprioception! creature)= :: give the creature the sense of3628 proprioception. Returns a list of functions, one for each3629 joint, that when called during a running simulation will3630 report the =[heading, pitch, roll]= of the joint.3632 - =(movement! creature)= :: give the creature the power of movement.3633 Creates a list of functions, one for each muscle, that when3634 called with an integer, will set the recruitment of that3635 muscle to that integer, and will report the current power3636 being exerted by the muscle. Order of muscles is determined by3637 the alphabetical sort order of the names of the muscle nodes.3639 *** Visualization/Debug3641 - =(view-vision)= :: create a function that when called with a list3642 of visual data returned from the functions made by =vision!=,3643 will display that visual data on the screen.3645 - =(view-hearing)= :: same as =view-vision= but for hearing.3647 - =(view-touch)= :: same as =view-vision= but for touch.3649 - =(view-proprioception)= :: same as =view-vision= but for3650 proprioception.3652 - =(view-movement)= :: same as =view-vision= but for3653 proprioception.3655 - =(view anything)= :: =view= is a polymorphic function that allows3656 you to inspect almost anything you could reasonably expect to3657 be able to ``see'' in =CORTEX=.3659 - =(text anything)= :: =text= is a polymorphic function that allows3660 you to convert practically anything into a text string.3662 - =(println-repl anything)= :: print messages to clojure's repl3663 instead of the simulation's terminal window.3665 - =(mega-import-jme3)= :: for experimenting at the REPL. This3666 function will import all jMonkeyEngine3 classes for immediate3667 use.3669 - =(display-dilated-time world timer)= :: Shows the time as it is3670 flowing in the simulation on a HUD display.