Mercurial > cortex
view thesis/cortex.org @ 480:ad76b8b05517
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author | Robert McIntyre <rlm@mit.edu> |
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date | Fri, 28 Mar 2014 23:17:10 -0400 |
parents | a5480a06d5fe |
children | 6e68720e1c13 |
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1 #+title: =CORTEX=2 #+author: Robert McIntyre3 #+email: rlm@mit.edu4 #+description: Using embodied AI to facilitate Artificial Imagination.5 #+keywords: AI, clojure, embodiment6 #+LaTeX_CLASS_OPTIONS: [nofloat]8 * COMMENT templates9 #+caption:10 #+caption:11 #+caption:12 #+caption:13 #+name: name14 #+begin_listing clojure15 #+BEGIN_SRC clojure16 #+END_SRC17 #+end_listing19 #+caption:20 #+caption:21 #+caption:22 #+name: name23 #+ATTR_LaTeX: :width 10cm24 [[./images/aurellem-gray.png]]26 #+caption:27 #+caption:28 #+caption:29 #+caption:30 #+name: name31 #+begin_listing clojure32 #+BEGIN_SRC clojure33 #+END_SRC34 #+end_listing36 #+caption:37 #+caption:38 #+caption:39 #+name: name40 #+ATTR_LaTeX: :width 10cm41 [[./images/aurellem-gray.png]]44 * COMMENT Empathy and Embodiment as problem solving strategies46 By the end of this thesis, you will have seen a novel approach to47 interpreting video using embodiment and empathy. You will have also48 seen one way to efficiently implement empathy for embodied49 creatures. Finally, you will become familiar with =CORTEX=, a system50 for designing and simulating creatures with rich senses, which you51 may choose to use in your own research.53 This is the core vision of my thesis: That one of the important ways54 in which we understand others is by imagining ourselves in their55 position and emphatically feeling experiences relative to our own56 bodies. By understanding events in terms of our own previous57 corporeal experience, we greatly constrain the possibilities of what58 would otherwise be an unwieldy exponential search. This extra59 constraint can be the difference between easily understanding what60 is happening in a video and being completely lost in a sea of61 incomprehensible color and movement.63 ** Recognizing actions in video is extremely difficult65 Consider for example the problem of determining what is happening66 in a video of which this is one frame:68 #+caption: A cat drinking some water. Identifying this action is69 #+caption: beyond the state of the art for computers.70 #+ATTR_LaTeX: :width 7cm71 [[./images/cat-drinking.jpg]]73 It is currently impossible for any computer program to reliably74 label such a video as ``drinking''. And rightly so -- it is a very75 hard problem! What features can you describe in terms of low level76 functions of pixels that can even begin to describe at a high level77 what is happening here?79 Or suppose that you are building a program that recognizes chairs.80 How could you ``see'' the chair in figure \ref{hidden-chair}?82 #+caption: The chair in this image is quite obvious to humans, but I83 #+caption: doubt that any modern computer vision program can find it.84 #+name: hidden-chair85 #+ATTR_LaTeX: :width 10cm86 [[./images/fat-person-sitting-at-desk.jpg]]88 Finally, how is it that you can easily tell the difference between89 how the girls /muscles/ are working in figure \ref{girl}?91 #+caption: The mysterious ``common sense'' appears here as you are able92 #+caption: to discern the difference in how the girl's arm muscles93 #+caption: are activated between the two images.94 #+name: girl95 #+ATTR_LaTeX: :width 7cm96 [[./images/wall-push.png]]98 Each of these examples tells us something about what might be going99 on in our minds as we easily solve these recognition problems.101 The hidden chairs show us that we are strongly triggered by cues102 relating to the position of human bodies, and that we can determine103 the overall physical configuration of a human body even if much of104 that body is occluded.106 The picture of the girl pushing against the wall tells us that we107 have common sense knowledge about the kinetics of our own bodies.108 We know well how our muscles would have to work to maintain us in109 most positions, and we can easily project this self-knowledge to110 imagined positions triggered by images of the human body.112 ** =EMPATH= neatly solves recognition problems114 I propose a system that can express the types of recognition115 problems above in a form amenable to computation. It is split into116 four parts:118 - Free/Guided Play :: The creature moves around and experiences the119 world through its unique perspective. Many otherwise120 complicated actions are easily described in the language of a121 full suite of body-centered, rich senses. For example,122 drinking is the feeling of water sliding down your throat, and123 cooling your insides. It's often accompanied by bringing your124 hand close to your face, or bringing your face close to water.125 Sitting down is the feeling of bending your knees, activating126 your quadriceps, then feeling a surface with your bottom and127 relaxing your legs. These body-centered action descriptions128 can be either learned or hard coded.129 - Posture Imitation :: When trying to interpret a video or image,130 the creature takes a model of itself and aligns it with131 whatever it sees. This alignment can even cross species, as132 when humans try to align themselves with things like ponies,133 dogs, or other humans with a different body type.134 - Empathy :: The alignment triggers associations with135 sensory data from prior experiences. For example, the136 alignment itself easily maps to proprioceptive data. Any137 sounds or obvious skin contact in the video can to a lesser138 extent trigger previous experience. Segments of previous139 experiences are stitched together to form a coherent and140 complete sensory portrait of the scene.141 - Recognition :: With the scene described in terms of first142 person sensory events, the creature can now run its143 action-identification programs on this synthesized sensory144 data, just as it would if it were actually experiencing the145 scene first-hand. If previous experience has been accurately146 retrieved, and if it is analogous enough to the scene, then147 the creature will correctly identify the action in the scene.149 For example, I think humans are able to label the cat video as150 ``drinking'' because they imagine /themselves/ as the cat, and151 imagine putting their face up against a stream of water and152 sticking out their tongue. In that imagined world, they can feel153 the cool water hitting their tongue, and feel the water entering154 their body, and are able to recognize that /feeling/ as drinking.155 So, the label of the action is not really in the pixels of the156 image, but is found clearly in a simulation inspired by those157 pixels. An imaginative system, having been trained on drinking and158 non-drinking examples and learning that the most important159 component of drinking is the feeling of water sliding down one's160 throat, would analyze a video of a cat drinking in the following161 manner:163 1. Create a physical model of the video by putting a ``fuzzy''164 model of its own body in place of the cat. Possibly also create165 a simulation of the stream of water.167 2. Play out this simulated scene and generate imagined sensory168 experience. This will include relevant muscle contractions, a169 close up view of the stream from the cat's perspective, and most170 importantly, the imagined feeling of water entering the171 mouth. The imagined sensory experience can come from a172 simulation of the event, but can also be pattern-matched from173 previous, similar embodied experience.175 3. The action is now easily identified as drinking by the sense of176 taste alone. The other senses (such as the tongue moving in and177 out) help to give plausibility to the simulated action. Note that178 the sense of vision, while critical in creating the simulation,179 is not critical for identifying the action from the simulation.181 For the chair examples, the process is even easier:183 1. Align a model of your body to the person in the image.185 2. Generate proprioceptive sensory data from this alignment.187 3. Use the imagined proprioceptive data as a key to lookup related188 sensory experience associated with that particular proproceptive189 feeling.191 4. Retrieve the feeling of your bottom resting on a surface, your192 knees bent, and your leg muscles relaxed.194 5. This sensory information is consistent with the =sitting?=195 sensory predicate, so you (and the entity in the image) must be196 sitting.198 6. There must be a chair-like object since you are sitting.200 Empathy offers yet another alternative to the age-old AI201 representation question: ``What is a chair?'' --- A chair is the202 feeling of sitting.204 My program, =EMPATH= uses this empathic problem solving technique205 to interpret the actions of a simple, worm-like creature.207 #+caption: The worm performs many actions during free play such as208 #+caption: curling, wiggling, and resting.209 #+name: worm-intro210 #+ATTR_LaTeX: :width 15cm211 [[./images/worm-intro-white.png]]213 #+caption: =EMPATH= recognized and classified each of these214 #+caption: poses by inferring the complete sensory experience215 #+caption: from proprioceptive data.216 #+name: worm-recognition-intro217 #+ATTR_LaTeX: :width 15cm218 [[./images/worm-poses.png]]220 One powerful advantage of empathic problem solving is that it221 factors the action recognition problem into two easier problems. To222 use empathy, you need an /aligner/, which takes the video and a223 model of your body, and aligns the model with the video. Then, you224 need a /recognizer/, which uses the aligned model to interpret the225 action. The power in this method lies in the fact that you describe226 all actions form a body-centered viewpoint. You are less tied to227 the particulars of any visual representation of the actions. If you228 teach the system what ``running'' is, and you have a good enough229 aligner, the system will from then on be able to recognize running230 from any point of view, even strange points of view like above or231 underneath the runner. This is in contrast to action recognition232 schemes that try to identify actions using a non-embodied approach.233 If these systems learn about running as viewed from the side, they234 will not automatically be able to recognize running from any other235 viewpoint.237 Another powerful advantage is that using the language of multiple238 body-centered rich senses to describe body-centerd actions offers a239 massive boost in descriptive capability. Consider how difficult it240 would be to compose a set of HOG filters to describe the action of241 a simple worm-creature ``curling'' so that its head touches its242 tail, and then behold the simplicity of describing thus action in a243 language designed for the task (listing \ref{grand-circle-intro}):245 #+caption: Body-centerd actions are best expressed in a body-centered246 #+caption: language. This code detects when the worm has curled into a247 #+caption: full circle. Imagine how you would replicate this functionality248 #+caption: using low-level pixel features such as HOG filters!249 #+name: grand-circle-intro250 #+attr_latex: [htpb]251 #+begin_listing clojure252 #+begin_src clojure253 (defn grand-circle?254 "Does the worm form a majestic circle (one end touching the other)?"255 [experiences]256 (and (curled? experiences)257 (let [worm-touch (:touch (peek experiences))258 tail-touch (worm-touch 0)259 head-touch (worm-touch 4)]260 (and (< 0.2 (contact worm-segment-bottom-tip tail-touch))261 (< 0.2 (contact worm-segment-top-tip head-touch))))))262 #+end_src263 #+end_listing266 ** =CORTEX= is a toolkit for building sensate creatures268 I built =CORTEX= to be a general AI research platform for doing269 experiments involving multiple rich senses and a wide variety and270 number of creatures. I intend it to be useful as a library for many271 more projects than just this thesis. =CORTEX= was necessary to meet272 a need among AI researchers at CSAIL and beyond, which is that273 people often will invent neat ideas that are best expressed in the274 language of creatures and senses, but in order to explore those275 ideas they must first build a platform in which they can create276 simulated creatures with rich senses! There are many ideas that277 would be simple to execute (such as =EMPATH=), but attached to them278 is the multi-month effort to make a good creature simulator. Often,279 that initial investment of time proves to be too much, and the280 project must make do with a lesser environment.282 =CORTEX= is well suited as an environment for embodied AI research283 for three reasons:285 - You can create new creatures using Blender, a popular 3D modeling286 program. Each sense can be specified using special blender nodes287 with biologically inspired paramaters. You need not write any288 code to create a creature, and can use a wide library of289 pre-existing blender models as a base for your own creatures.291 - =CORTEX= implements a wide variety of senses, including touch,292 proprioception, vision, hearing, and muscle tension. Complicated293 senses like touch, and vision involve multiple sensory elements294 embedded in a 2D surface. You have complete control over the295 distribution of these sensor elements through the use of simple296 png image files. In particular, =CORTEX= implements more297 comprehensive hearing than any other creature simulation system298 available.300 - =CORTEX= supports any number of creatures and any number of301 senses. Time in =CORTEX= dialates so that the simulated creatures302 always precieve a perfectly smooth flow of time, regardless of303 the actual computational load.305 =CORTEX= is built on top of =jMonkeyEngine3=, which is a video game306 engine designed to create cross-platform 3D desktop games. =CORTEX=307 is mainly written in clojure, a dialect of =LISP= that runs on the308 java virtual machine (JVM). The API for creating and simulating309 creatures and senses is entirely expressed in clojure, though many310 senses are implemented at the layer of jMonkeyEngine or below. For311 example, for the sense of hearing I use a layer of clojure code on312 top of a layer of java JNI bindings that drive a layer of =C++=313 code which implements a modified version of =OpenAL= to support314 multiple listeners. =CORTEX= is the only simulation environment315 that I know of that can support multiple entities that can each316 hear the world from their own perspective. Other senses also317 require a small layer of Java code. =CORTEX= also uses =bullet=, a318 physics simulator written in =C=.320 #+caption: Here is the worm from above modeled in Blender, a free321 #+caption: 3D-modeling program. Senses and joints are described322 #+caption: using special nodes in Blender.323 #+name: worm-recognition-intro324 #+ATTR_LaTeX: :width 12cm325 [[./images/blender-worm.png]]327 Here are some thing I anticipate that =CORTEX= might be used for:329 - exploring new ideas about sensory integration330 - distributed communication among swarm creatures331 - self-learning using free exploration,332 - evolutionary algorithms involving creature construction333 - exploration of exoitic senses and effectors that are not possible334 in the real world (such as telekenisis or a semantic sense)335 - imagination using subworlds337 During one test with =CORTEX=, I created 3,000 creatures each with338 their own independent senses and ran them all at only 1/80 real339 time. In another test, I created a detailed model of my own hand,340 equipped with a realistic distribution of touch (more sensitive at341 the fingertips), as well as eyes and ears, and it ran at around 1/4342 real time.344 #+BEGIN_LaTeX345 \begin{sidewaysfigure}346 \includegraphics[width=9.5in]{images/full-hand.png}347 \caption{348 I modeled my own right hand in Blender and rigged it with all the349 senses that {\tt CORTEX} supports. My simulated hand has a350 biologically inspired distribution of touch sensors. The senses are351 displayed on the right, and the simulation is displayed on the352 left. Notice that my hand is curling its fingers, that it can see353 its own finger from the eye in its palm, and that it can feel its354 own thumb touching its palm.}355 \end{sidewaysfigure}356 #+END_LaTeX358 ** Contributions360 - I built =CORTEX=, a comprehensive platform for embodied AI361 experiments. =CORTEX= supports many features lacking in other362 systems, such proper simulation of hearing. It is easy to create363 new =CORTEX= creatures using Blender, a free 3D modeling program.365 - I built =EMPATH=, which uses =CORTEX= to identify the actions of366 a worm-like creature using a computational model of empathy.368 * Building =CORTEX=370 I intend for =CORTEX= to be used as a general purpose library for371 building creatures and outfitting them with senses, so that it will372 be useful for other researchers who want to test out ideas of their373 own. To this end, wherver I have had to make archetictural choices374 about =CORTEX=, I have chosen to give as much freedom to the user as375 possible, so that =CORTEX= may be used for things I have not376 forseen.378 ** COMMENT Simulation or Reality?380 The most important archetictural decision of all is the choice to381 use a computer-simulated environemnt in the first place! The world382 is a vast and rich place, and for now simulations are a very poor383 reflection of its complexity. It may be that there is a significant384 qualatative difference between dealing with senses in the real385 world and dealing with pale facilimilies of them in a simulation.386 What are the advantages and disadvantages of a simulation vs.387 reality?389 *** Simulation391 The advantages of virtual reality are that when everything is a392 simulation, experiments in that simulation are absolutely393 reproducible. It's also easier to change the character and world394 to explore new situations and different sensory combinations.396 If the world is to be simulated on a computer, then not only do397 you have to worry about whether the character's senses are rich398 enough to learn from the world, but whether the world itself is399 rendered with enough detail and realism to give enough working400 material to the character's senses. To name just a few401 difficulties facing modern physics simulators: destructibility of402 the environment, simulation of water/other fluids, large areas,403 nonrigid bodies, lots of objects, smoke. I don't know of any404 computer simulation that would allow a character to take a rock405 and grind it into fine dust, then use that dust to make a clay406 sculpture, at least not without spending years calculating the407 interactions of every single small grain of dust. Maybe a408 simulated world with today's limitations doesn't provide enough409 richness for real intelligence to evolve.411 *** Reality413 The other approach for playing with senses is to hook your414 software up to real cameras, microphones, robots, etc., and let it415 loose in the real world. This has the advantage of eliminating416 concerns about simulating the world at the expense of increasing417 the complexity of implementing the senses. Instead of just418 grabbing the current rendered frame for processing, you have to419 use an actual camera with real lenses and interact with photons to420 get an image. It is much harder to change the character, which is421 now partly a physical robot of some sort, since doing so involves422 changing things around in the real world instead of modifying423 lines of code. While the real world is very rich and definitely424 provides enough stimulation for intelligence to develop as425 evidenced by our own existence, it is also uncontrollable in the426 sense that a particular situation cannot be recreated perfectly or427 saved for later use. It is harder to conduct science because it is428 harder to repeat an experiment. The worst thing about using the429 real world instead of a simulation is the matter of time. Instead430 of simulated time you get the constant and unstoppable flow of431 real time. This severely limits the sorts of software you can use432 to program the AI because all sense inputs must be handled in real433 time. Complicated ideas may have to be implemented in hardware or434 may simply be impossible given the current speed of our435 processors. Contrast this with a simulation, in which the flow of436 time in the simulated world can be slowed down to accommodate the437 limitations of the character's programming. In terms of cost,438 doing everything in software is far cheaper than building custom439 real-time hardware. All you need is a laptop and some patience.441 ** COMMENT Because of Time, simulation is perferable to reality443 I envision =CORTEX= being used to support rapid prototyping and444 iteration of ideas. Even if I could put together a well constructed445 kit for creating robots, it would still not be enough because of446 the scourge of real-time processing. Anyone who wants to test their447 ideas in the real world must always worry about getting their448 algorithms to run fast enough to process information in real time.449 The need for real time processing only increases if multiple senses450 are involved. In the extreme case, even simple algorithms will have451 to be accelerated by ASIC chips or FPGAs, turning what would452 otherwise be a few lines of code and a 10x speed penality into a453 multi-month ordeal. For this reason, =CORTEX= supports454 /time-dialiation/, which scales back the framerate of the455 simulation in proportion to the amount of processing each frame.456 From the perspective of the creatures inside the simulation, time457 always appears to flow at a constant rate, regardless of how458 complicated the envorimnent becomes or how many creatures are in459 the simulation. The cost is that =CORTEX= can sometimes run slower460 than real time. This can also be an advantage, however ---461 simulations of very simple creatures in =CORTEX= generally run at462 40x on my machine!464 ** COMMENT What is a sense?466 If =CORTEX= is to support a wide variety of senses, it would help467 to have a better understanding of what a ``sense'' actually is!468 While vision, touch, and hearing all seem like they are quite469 different things, I was supprised to learn during the course of470 this thesis that they (and all physical senses) can be expressed as471 exactly the same mathematical object due to a dimensional argument!473 Human beings are three-dimensional objects, and the nerves that474 transmit data from our various sense organs to our brain are475 essentially one-dimensional. This leaves up to two dimensions in476 which our sensory information may flow. For example, imagine your477 skin: it is a two-dimensional surface around a three-dimensional478 object (your body). It has discrete touch sensors embedded at479 various points, and the density of these sensors corresponds to the480 sensitivity of that region of skin. Each touch sensor connects to a481 nerve, all of which eventually are bundled together as they travel482 up the spinal cord to the brain. Intersect the spinal nerves with a483 guillotining plane and you will see all of the sensory data of the484 skin revealed in a roughly circular two-dimensional image which is485 the cross section of the spinal cord. Points on this image that are486 close together in this circle represent touch sensors that are487 /probably/ close together on the skin, although there is of course488 some cutting and rearrangement that has to be done to transfer the489 complicated surface of the skin onto a two dimensional image.491 Most human senses consist of many discrete sensors of various492 properties distributed along a surface at various densities. For493 skin, it is Pacinian corpuscles, Meissner's corpuscles, Merkel's494 disks, and Ruffini's endings, which detect pressure and vibration495 of various intensities. For ears, it is the stereocilia distributed496 along the basilar membrane inside the cochlea; each one is497 sensitive to a slightly different frequency of sound. For eyes, it498 is rods and cones distributed along the surface of the retina. In499 each case, we can describe the sense with a surface and a500 distribution of sensors along that surface.502 The neat idea is that every human sense can be effectively503 described in terms of a surface containing embedded sensors. If the504 sense had any more dimensions, then there wouldn't be enough room505 in the spinal chord to transmit the information!507 Therefore, =CORTEX= must support the ability to create objects and508 then be able to ``paint'' points along their surfaces to describe509 each sense.511 Fortunately this idea is already a well known computer graphics512 technique called called /UV-mapping/. The three-dimensional surface513 of a model is cut and smooshed until it fits on a two-dimensional514 image. You paint whatever you want on that image, and when the515 three-dimensional shape is rendered in a game the smooshing and516 cutting is reversed and the image appears on the three-dimensional517 object.519 To make a sense, interpret the UV-image as describing the520 distribution of that senses sensors. To get different types of521 sensors, you can either use a different color for each type of522 sensor, or use multiple UV-maps, each labeled with that sensor523 type. I generally use a white pixel to mean the presence of a524 sensor and a black pixel to mean the absence of a sensor, and use525 one UV-map for each sensor-type within a given sense.527 #+CAPTION: The UV-map for an elongated icososphere. The white528 #+caption: dots each represent a touch sensor. They are dense529 #+caption: in the regions that describe the tip of the finger,530 #+caption: and less dense along the dorsal side of the finger531 #+caption: opposite the tip.532 #+name: finger-UV533 #+ATTR_latex: :width 10cm534 [[./images/finger-UV.png]]536 #+caption: Ventral side of the UV-mapped finger. Notice the537 #+caption: density of touch sensors at the tip.538 #+name: finger-side-view539 #+ATTR_LaTeX: :width 10cm540 [[./images/finger-1.png]]542 ** COMMENT Video game engines are a great starting point544 I did not need to write my own physics simulation code or shader to545 build =CORTEX=. Doing so would lead to a system that is impossible546 for anyone but myself to use anyway. Instead, I use a video game547 engine as a base and modify it to accomodate the additional needs548 of =CORTEX=. Video game engines are an ideal starting point to549 build =CORTEX=, because they are not far from being creature550 building systems themselves.552 First off, general purpose video game engines come with a physics553 engine and lighting / sound system. The physics system provides554 tools that can be co-opted to serve as touch, proprioception, and555 muscles. Since some games support split screen views, a good video556 game engine will allow you to efficiently create multiple cameras557 in the simulated world that can be used as eyes. Video game systems558 offer integrated asset management for things like textures and559 creatures models, providing an avenue for defining creatures. They560 also understand UV-mapping, since this technique is used to apply a561 texture to a model. Finally, because video game engines support a562 large number of users, as long as =CORTEX= doesn't stray too far563 from the base system, other researchers can turn to this community564 for help when doing their research.566 ** COMMENT =CORTEX= is based on jMonkeyEngine3568 While preparing to build =CORTEX= I studied several video game569 engines to see which would best serve as a base. The top contenders570 were:572 - [[http://www.idsoftware.com][Quake II]]/[[http://www.bytonic.de/html/jake2.html][Jake2]] :: The Quake II engine was designed by ID573 software in 1997. All the source code was released by ID574 software into the Public Domain several years ago, and as a575 result it has been ported to many different languages. This576 engine was famous for its advanced use of realistic shading577 and had decent and fast physics simulation. The main advantage578 of the Quake II engine is its simplicity, but I ultimately579 rejected it because the engine is too tied to the concept of a580 first-person shooter game. One of the problems I had was that581 there does not seem to be any easy way to attach multiple582 cameras to a single character. There are also several physics583 clipping issues that are corrected in a way that only applies584 to the main character and do not apply to arbitrary objects.586 - [[http://source.valvesoftware.com/][Source Engine]] :: The Source Engine evolved from the Quake II587 and Quake I engines and is used by Valve in the Half-Life588 series of games. The physics simulation in the Source Engine589 is quite accurate and probably the best out of all the engines590 I investigated. There is also an extensive community actively591 working with the engine. However, applications that use the592 Source Engine must be written in C++, the code is not open, it593 only runs on Windows, and the tools that come with the SDK to594 handle models and textures are complicated and awkward to use.596 - [[http://jmonkeyengine.com/][jMonkeyEngine3]] :: jMonkeyEngine3 is a new library for creating597 games in Java. It uses OpenGL to render to the screen and uses598 screengraphs to avoid drawing things that do not appear on the599 screen. It has an active community and several games in the600 pipeline. The engine was not built to serve any particular601 game but is instead meant to be used for any 3D game.603 I chose jMonkeyEngine3 because it because it had the most features604 out of all the free projects I looked at, and because I could then605 write my code in clojure, an implementation of =LISP= that runs on606 the JVM.608 ** COMMENT =CORTEX= uses Blender to create creature models610 For the simple worm-like creatures I will use later on in this611 thesis, I could define a simple API in =CORTEX= that would allow612 one to create boxes, spheres, etc., and leave that API as the sole613 way to create creatures. However, for =CORTEX= to truly be useful614 for other projects, it needs a way to construct complicated615 creatures. If possible, it would be nice to leverage work that has616 already been done by the community of 3D modelers, or at least617 enable people who are talented at moedling but not programming to618 design =CORTEX= creatures.620 Therefore, I use Blender, a free 3D modeling program, as the main621 way to create creatures in =CORTEX=. However, the creatures modeled622 in Blender must also be simple to simulate in jMonkeyEngine3's game623 engine, and must also be easy to rig with =CORTEX='s senses. I624 accomplish this with extensive use of Blender's ``empty nodes.''626 Empty nodes have no mass, physical presence, or appearance, but627 they can hold metadata and have names. I use a tree structure of628 empty nodes to specify senses in the following manner:630 - Create a single top-level empty node whose name is the name of631 the sense.632 - Add empty nodes which each contain meta-data relevant to the633 sense, including a UV-map describing the number/distribution of634 sensors if applicable.635 - Make each empty-node the child of the top-level node.637 #+caption: An example of annoting a creature model with empty638 #+caption: nodes to describe the layout of senses. There are639 #+caption: multiple empty nodes which each describe the position640 #+caption: of muscles, ears, eyes, or joints.641 #+name: sense-nodes642 #+ATTR_LaTeX: :width 10cm643 [[./images/empty-sense-nodes.png]]645 ** COMMENT Bodies are composed of segments connected by joints647 Blender is a general purpose animation tool, which has been used in648 the past to create high quality movies such as Sintel649 \cite{sintel}. Though Blender can model and render even complicated650 things like water, it is crucual to keep models that are meant to651 be simulated as creatures simple. =Bullet=, which =CORTEX= uses652 though jMonkeyEngine3, is a rigid-body physics system. This offers653 a compromise between the expressiveness of a game level and the654 speed at which it can be simulated, and it means that creatures655 should be naturally expressed as rigid components held together by656 joint constraints.658 But humans are more like a squishy bag with wrapped around some659 hard bones which define the overall shape. When we move, our skin660 bends and stretches to accomodate the new positions of our bones.662 One way to make bodies composed of rigid pieces connected by joints663 /seem/ more human-like is to use an /armature/, (or /rigging/)664 system, which defines a overall ``body mesh'' and defines how the665 mesh deforms as a function of the position of each ``bone'' which666 is a standard rigid body. This technique is used extensively to667 model humans and create realistic animations. It is not a good668 technique for physical simulation, however because it creates a lie669 -- the skin is not a physical part of the simulation and does not670 interact with any objects in the world or itself. Objects will pass671 right though the skin until they come in contact with the672 underlying bone, which is a physical object. Whithout simulating673 the skin, the sense of touch has little meaning, and the creature's674 own vision will lie to it about the true extent of its body.675 Simulating the skin as a physical object requires some way to676 continuously update the physical model of the skin along with the677 movement of the bones, which is unacceptably slow compared to rigid678 body simulation.680 Therefore, instead of using the human-like ``deformable bag of681 bones'' approach, I decided to base my body plans on multiple solid682 objects that are connected by joints, inspired by the robot =EVE=683 from the movie WALL-E.685 #+caption: =EVE= from the movie WALL-E. This body plan turns686 #+caption: out to be much better suited to my purposes than a more687 #+caption: human-like one.688 #+ATTR_LaTeX: :width 10cm689 [[./images/Eve.jpg]]691 =EVE='s body is composed of several rigid components that are held692 together by invisible joint constraints. This is what I mean by693 ``eve-like''. The main reason that I use eve-style bodies is for694 efficiency, and so that there will be correspondence between the695 AI's semses and the physical presence of its body. Each individual696 section is simulated by a separate rigid body that corresponds697 exactly with its visual representation and does not change.698 Sections are connected by invisible joints that are well supported699 in jMonkeyEngine3. Bullet, the physics backend for jMonkeyEngine3,700 can efficiently simulate hundreds of rigid bodies connected by701 joints. Just because sections are rigid does not mean they have to702 stay as one piece forever; they can be dynamically replaced with703 multiple sections to simulate splitting in two. This could be used704 to simulate retractable claws or =EVE='s hands, which are able to705 coalesce into one object in the movie.707 *** Solidifying/Connecting a body709 =CORTEX= creates a creature in two steps: first, it traverses the710 nodes in the blender file and creates physical representations for711 any of them that have mass defined in their blender meta-data.713 #+caption: Program for iterating through the nodes in a blender file714 #+caption: and generating physical jMonkeyEngine3 objects with mass715 #+caption: and a matching physics shape.716 #+name: name717 #+begin_listing clojure718 #+begin_src clojure719 (defn physical!720 "Iterate through the nodes in creature and make them real physical721 objects in the simulation."722 [#^Node creature]723 (dorun724 (map725 (fn [geom]726 (let [physics-control727 (RigidBodyControl.728 (HullCollisionShape.729 (.getMesh geom))730 (if-let [mass (meta-data geom "mass")]731 (float mass) (float 1)))]732 (.addControl geom physics-control)))733 (filter #(isa? (class %) Geometry )734 (node-seq creature)))))735 #+end_src736 #+end_listing738 The next step to making a proper body is to connect those pieces739 together with joints. jMonkeyEngine has a large array of joints740 available via =bullet=, such as Point2Point, Cone, Hinge, and a741 generic Six Degree of Freedom joint, with or without spring742 restitution.744 Joints are treated a lot like proper senses, in that there is a745 top-level empty node named ``joints'' whose children each746 represent a joint.748 #+caption: View of the hand model in Blender showing the main ``joints''749 #+caption: node (highlighted in yellow) and its children which each750 #+caption: represent a joint in the hand. Each joint node has metadata751 #+caption: specifying what sort of joint it is.752 #+name: blender-hand753 #+ATTR_LaTeX: :width 10cm754 [[./images/hand-screenshot1.png]]757 =CORTEX='s procedure for binding the creature together with joints758 is as follows:760 - Find the children of the ``joints'' node.761 - Determine the two spatials the joint is meant to connect.762 - Create the joint based on the meta-data of the empty node.764 The higher order function =sense-nodes= from =cortex.sense=765 simplifies finding the joints based on their parent ``joints''766 node.768 #+caption: Retrieving the children empty nodes from a single769 #+caption: named empty node is a common pattern in =CORTEX=770 #+caption: further instances of this technique for the senses771 #+caption: will be omitted772 #+name: get-empty-nodes773 #+begin_listing clojure774 #+begin_src clojure775 (defn sense-nodes776 "For some senses there is a special empty blender node whose777 children are considered markers for an instance of that sense. This778 function generates functions to find those children, given the name779 of the special parent node."780 [parent-name]781 (fn [#^Node creature]782 (if-let [sense-node (.getChild creature parent-name)]783 (seq (.getChildren sense-node)) [])))785 (def786 ^{:doc "Return the children of the creature's \"joints\" node."787 :arglists '([creature])}788 joints789 (sense-nodes "joints"))790 #+end_src791 #+end_listing793 To find a joint's targets, =CORTEX= creates a small cube, centered794 around the empty-node, and grows the cube exponentially until it795 intersects two physical objects. The objects are ordered according796 to the joint's rotation, with the first one being the object that797 has more negative coordinates in the joint's reference frame.798 Since the objects must be physical, the empty-node itself escapes799 detection. Because the objects must be physical, =joint-targets=800 must be called /after/ =physical!= is called.802 #+caption: Program to find the targets of a joint node by803 #+caption: exponentiallly growth of a search cube.804 #+name: joint-targets805 #+begin_listing clojure806 #+begin_src clojure807 (defn joint-targets808 "Return the two closest two objects to the joint object, ordered809 from bottom to top according to the joint's rotation."810 [#^Node parts #^Node joint]811 (loop [radius (float 0.01)]812 (let [results (CollisionResults.)]813 (.collideWith814 parts815 (BoundingBox. (.getWorldTranslation joint)816 radius radius radius) results)817 (let [targets818 (distinct819 (map #(.getGeometry %) results))]820 (if (>= (count targets) 2)821 (sort-by822 #(let [joint-ref-frame-position823 (jme-to-blender824 (.mult825 (.inverse (.getWorldRotation joint))826 (.subtract (.getWorldTranslation %)827 (.getWorldTranslation joint))))]828 (.dot (Vector3f. 1 1 1) joint-ref-frame-position))829 (take 2 targets))830 (recur (float (* radius 2))))))))831 #+end_src832 #+end_listing834 Once =CORTEX= finds all joints and targets, it creates them using835 a dispatch on the metadata of each joint node.837 #+caption: Program to dispatch on blender metadata and create joints838 #+caption: sutiable for physical simulation.839 #+name: joint-dispatch840 #+begin_listing clojure841 #+begin_src clojure842 (defmulti joint-dispatch843 "Translate blender pseudo-joints into real JME joints."844 (fn [constraints & _]845 (:type constraints)))847 (defmethod joint-dispatch :point848 [constraints control-a control-b pivot-a pivot-b rotation]849 (doto (SixDofJoint. control-a control-b pivot-a pivot-b false)850 (.setLinearLowerLimit Vector3f/ZERO)851 (.setLinearUpperLimit Vector3f/ZERO)))853 (defmethod joint-dispatch :hinge854 [constraints control-a control-b pivot-a pivot-b rotation]855 (let [axis (if-let [axis (:axis constraints)] axis Vector3f/UNIT_X)856 [limit-1 limit-2] (:limit constraints)857 hinge-axis (.mult rotation (blender-to-jme axis))]858 (doto (HingeJoint. control-a control-b pivot-a pivot-b859 hinge-axis hinge-axis)860 (.setLimit limit-1 limit-2))))862 (defmethod joint-dispatch :cone863 [constraints control-a control-b pivot-a pivot-b rotation]864 (let [limit-xz (:limit-xz constraints)865 limit-xy (:limit-xy constraints)866 twist (:twist constraints)]867 (doto (ConeJoint. control-a control-b pivot-a pivot-b868 rotation rotation)869 (.setLimit (float limit-xz) (float limit-xy)870 (float twist)))))871 #+end_src872 #+end_listing874 All that is left for joints it to combine the above pieces into a875 something that can operate on the collection of nodes that a876 blender file represents.878 #+caption: Program to completely create a joint given information879 #+caption: from a blender file.880 #+name: connect881 #+begin_listing clojure882 #+begin_src clojure883 (defn connect884 "Create a joint between 'obj-a and 'obj-b at the location of885 'joint. The type of joint is determined by the metadata on 'joint.887 Here are some examples:888 {:type :point}889 {:type :hinge :limit [0 (/ Math/PI 2)] :axis (Vector3f. 0 1 0)}890 (:axis defaults to (Vector3f. 1 0 0) if not provided for hinge joints)892 {:type :cone :limit-xz 0]893 :limit-xy 0]894 :twist 0]} (use XZY rotation mode in blender!)"895 [#^Node obj-a #^Node obj-b #^Node joint]896 (let [control-a (.getControl obj-a RigidBodyControl)897 control-b (.getControl obj-b RigidBodyControl)898 joint-center (.getWorldTranslation joint)899 joint-rotation (.toRotationMatrix (.getWorldRotation joint))900 pivot-a (world-to-local obj-a joint-center)901 pivot-b (world-to-local obj-b joint-center)]902 (if-let903 [constraints (map-vals eval (read-string (meta-data joint "joint")))]904 ;; A side-effect of creating a joint registers905 ;; it with both physics objects which in turn906 ;; will register the joint with the physics system907 ;; when the simulation is started.908 (joint-dispatch constraints909 control-a control-b910 pivot-a pivot-b911 joint-rotation))))912 #+end_src913 #+end_listing915 In general, whenever =CORTEX= exposes a sense (or in this case916 physicality), it provides a function of the type =sense!=, which917 takes in a collection of nodes and augments it to support that918 sense. The function returns any controlls necessary to use that919 sense. In this case =body!= cerates a physical body and returns no920 control functions.922 #+caption: Program to give joints to a creature.923 #+name: name924 #+begin_listing clojure925 #+begin_src clojure926 (defn joints!927 "Connect the solid parts of the creature with physical joints. The928 joints are taken from the \"joints\" node in the creature."929 [#^Node creature]930 (dorun931 (map932 (fn [joint]933 (let [[obj-a obj-b] (joint-targets creature joint)]934 (connect obj-a obj-b joint)))935 (joints creature))))936 (defn body!937 "Endow the creature with a physical body connected with joints. The938 particulars of the joints and the masses of each body part are939 determined in blender."940 [#^Node creature]941 (physical! creature)942 (joints! creature))943 #+end_src944 #+end_listing946 All of the code you have just seen amounts to only 130 lines, yet947 because it builds on top of Blender and jMonkeyEngine3, those few948 lines pack quite a punch!950 The hand from figure \ref{blender-hand}, which was modeled after951 my own right hand, can now be given joints and simulated as a952 creature.954 #+caption: With the ability to create physical creatures from blender,955 #+caption: =CORTEX= gets one step closer to becomming a full creature956 #+caption: simulation environment.957 #+name: name958 #+ATTR_LaTeX: :width 15cm959 [[./images/physical-hand.png]]961 ** COMMENT Eyes reuse standard video game components963 Vision is one of the most important senses for humans, so I need to964 build a simulated sense of vision for my AI. I will do this with965 simulated eyes. Each eye can be independently moved and should see966 its own version of the world depending on where it is.968 Making these simulated eyes a reality is simple because969 jMonkeyEngine already contains extensive support for multiple views970 of the same 3D simulated world. The reason jMonkeyEngine has this971 support is because the support is necessary to create games with972 split-screen views. Multiple views are also used to create973 efficient pseudo-reflections by rendering the scene from a certain974 perspective and then projecting it back onto a surface in the 3D975 world.977 #+caption: jMonkeyEngine supports multiple views to enable978 #+caption: split-screen games, like GoldenEye, which was one of979 #+caption: the first games to use split-screen views.980 #+name: name981 #+ATTR_LaTeX: :width 10cm982 [[./images/goldeneye-4-player.png]]984 *** A Brief Description of jMonkeyEngine's Rendering Pipeline986 jMonkeyEngine allows you to create a =ViewPort=, which represents a987 view of the simulated world. You can create as many of these as you988 want. Every frame, the =RenderManager= iterates through each989 =ViewPort=, rendering the scene in the GPU. For each =ViewPort= there990 is a =FrameBuffer= which represents the rendered image in the GPU.992 #+caption: =ViewPorts= are cameras in the world. During each frame,993 #+caption: the =RenderManager= records a snapshot of what each view994 #+caption: is currently seeing; these snapshots are =FrameBuffer= objects.995 #+name: name996 #+ATTR_LaTeX: :width 10cm997 [[../images/diagram_rendermanager2.png]]999 Each =ViewPort= can have any number of attached =SceneProcessor=1000 objects, which are called every time a new frame is rendered. A1001 =SceneProcessor= receives its =ViewPort's= =FrameBuffer= and can do1002 whatever it wants to the data. Often this consists of invoking GPU1003 specific operations on the rendered image. The =SceneProcessor= can1004 also copy the GPU image data to RAM and process it with the CPU.1006 *** Appropriating Views for Vision1008 Each eye in the simulated creature needs its own =ViewPort= so1009 that it can see the world from its own perspective. To this1010 =ViewPort=, I add a =SceneProcessor= that feeds the visual data to1011 any arbitrary continuation function for further processing. That1012 continuation function may perform both CPU and GPU operations on1013 the data. To make this easy for the continuation function, the1014 =SceneProcessor= maintains appropriately sized buffers in RAM to1015 hold the data. It does not do any copying from the GPU to the CPU1016 itself because it is a slow operation.1018 #+caption: Function to make the rendered secne in jMonkeyEngine1019 #+caption: available for further processing.1020 #+name: pipeline-11021 #+begin_listing clojure1022 #+begin_src clojure1023 (defn vision-pipeline1024 "Create a SceneProcessor object which wraps a vision processing1025 continuation function. The continuation is a function that takes1026 [#^Renderer r #^FrameBuffer fb #^ByteBuffer b #^BufferedImage bi],1027 each of which has already been appropriately sized."1028 [continuation]1029 (let [byte-buffer (atom nil)1030 renderer (atom nil)1031 image (atom nil)]1032 (proxy [SceneProcessor] []1033 (initialize1034 [renderManager viewPort]1035 (let [cam (.getCamera viewPort)1036 width (.getWidth cam)1037 height (.getHeight cam)]1038 (reset! renderer (.getRenderer renderManager))1039 (reset! byte-buffer1040 (BufferUtils/createByteBuffer1041 (* width height 4)))1042 (reset! image (BufferedImage.1043 width height1044 BufferedImage/TYPE_4BYTE_ABGR))))1045 (isInitialized [] (not (nil? @byte-buffer)))1046 (reshape [_ _ _])1047 (preFrame [_])1048 (postQueue [_])1049 (postFrame1050 [#^FrameBuffer fb]1051 (.clear @byte-buffer)1052 (continuation @renderer fb @byte-buffer @image))1053 (cleanup []))))1054 #+end_src1055 #+end_listing1057 The continuation function given to =vision-pipeline= above will be1058 given a =Renderer= and three containers for image data. The1059 =FrameBuffer= references the GPU image data, but the pixel data1060 can not be used directly on the CPU. The =ByteBuffer= and1061 =BufferedImage= are initially "empty" but are sized to hold the1062 data in the =FrameBuffer=. I call transferring the GPU image data1063 to the CPU structures "mixing" the image data.1065 *** Optical sensor arrays are described with images and referenced with metadata1067 The vision pipeline described above handles the flow of rendered1068 images. Now, =CORTEX= needs simulated eyes to serve as the source1069 of these images.1071 An eye is described in blender in the same way as a joint. They1072 are zero dimensional empty objects with no geometry whose local1073 coordinate system determines the orientation of the resulting eye.1074 All eyes are children of a parent node named "eyes" just as all1075 joints have a parent named "joints". An eye binds to the nearest1076 physical object with =bind-sense=.1078 #+caption: Here, the camera is created based on metadata on the1079 #+caption: eye-node and attached to the nearest physical object1080 #+caption: with =bind-sense=1081 #+name: add-eye1082 #+begin_listing clojure1083 (defn add-eye!1084 "Create a Camera centered on the current position of 'eye which1085 follows the closest physical node in 'creature. The camera will1086 point in the X direction and use the Z vector as up as determined1087 by the rotation of these vectors in blender coordinate space. Use1088 XZY rotation for the node in blender."1089 [#^Node creature #^Spatial eye]1090 (let [target (closest-node creature eye)1091 [cam-width cam-height]1092 ;;[640 480] ;; graphics card on laptop doesn't support1093 ;; arbitray dimensions.1094 (eye-dimensions eye)1095 cam (Camera. cam-width cam-height)1096 rot (.getWorldRotation eye)]1097 (.setLocation cam (.getWorldTranslation eye))1098 (.lookAtDirection1099 cam ; this part is not a mistake and1100 (.mult rot Vector3f/UNIT_X) ; is consistent with using Z in1101 (.mult rot Vector3f/UNIT_Y)) ; blender as the UP vector.1102 (.setFrustumPerspective1103 cam (float 45)1104 (float (/ (.getWidth cam) (.getHeight cam)))1105 (float 1)1106 (float 1000))1107 (bind-sense target cam) cam))1108 #+end_listing1110 *** Simulated Retina1112 An eye is a surface (the retina) which contains many discrete1113 sensors to detect light. These sensors can have different1114 light-sensing properties. In humans, each discrete sensor is1115 sensitive to red, blue, green, or gray. These different types of1116 sensors can have different spatial distributions along the retina.1117 In humans, there is a fovea in the center of the retina which has1118 a very high density of color sensors, and a blind spot which has1119 no sensors at all. Sensor density decreases in proportion to1120 distance from the fovea.1122 I want to be able to model any retinal configuration, so my1123 eye-nodes in blender contain metadata pointing to images that1124 describe the precise position of the individual sensors using1125 white pixels. The meta-data also describes the precise sensitivity1126 to light that the sensors described in the image have. An eye can1127 contain any number of these images. For example, the metadata for1128 an eye might look like this:1130 #+begin_src clojure1131 {0xFF0000 "Models/test-creature/retina-small.png"}1132 #+end_src1134 #+caption: An example retinal profile image. White pixels are1135 #+caption: photo-sensitive elements. The distribution of white1136 #+caption: pixels is denser in the middle and falls off at the1137 #+caption: edges and is inspired by the human retina.1138 #+name: retina1139 #+ATTR_LaTeX: :width 10cm1140 [[./images/retina-small.png]]1142 Together, the number 0xFF0000 and the image image above describe1143 the placement of red-sensitive sensory elements.1145 Meta-data to very crudely approximate a human eye might be1146 something like this:1148 #+begin_src clojure1149 (let [retinal-profile "Models/test-creature/retina-small.png"]1150 {0xFF0000 retinal-profile1151 0x00FF00 retinal-profile1152 0x0000FF retinal-profile1153 0xFFFFFF retinal-profile})1154 #+end_src1156 The numbers that serve as keys in the map determine a sensor's1157 relative sensitivity to the channels red, green, and blue. These1158 sensitivity values are packed into an integer in the order1159 =|_|R|G|B|= in 8-bit fields. The RGB values of a pixel in the1160 image are added together with these sensitivities as linear1161 weights. Therefore, 0xFF0000 means sensitive to red only while1162 0xFFFFFF means sensitive to all colors equally (gray).1164 #+caption: This is the core of vision in =CORTEX=. A given eye node1165 #+caption: is converted into a function that returns visual1166 #+caption: information from the simulation.1167 #+name: vision-kernel1168 #+begin_listing clojure1169 (defn vision-kernel1170 "Returns a list of functions, each of which will return a color1171 channel's worth of visual information when called inside a running1172 simulation."1173 [#^Node creature #^Spatial eye & {skip :skip :or {skip 0}}]1174 (let [retinal-map (retina-sensor-profile eye)1175 camera (add-eye! creature eye)1176 vision-image1177 (atom1178 (BufferedImage. (.getWidth camera)1179 (.getHeight camera)1180 BufferedImage/TYPE_BYTE_BINARY))1181 register-eye!1182 (runonce1183 (fn [world]1184 (add-camera!1185 world camera1186 (let [counter (atom 0)]1187 (fn [r fb bb bi]1188 (if (zero? (rem (swap! counter inc) (inc skip)))1189 (reset! vision-image1190 (BufferedImage! r fb bb bi))))))))]1191 (vec1192 (map1193 (fn [[key image]]1194 (let [whites (white-coordinates image)1195 topology (vec (collapse whites))1196 sensitivity (sensitivity-presets key key)]1197 (attached-viewport.1198 (fn [world]1199 (register-eye! world)1200 (vector1201 topology1202 (vec1203 (for [[x y] whites]1204 (pixel-sense1205 sensitivity1206 (.getRGB @vision-image x y))))))1207 register-eye!)))1208 retinal-map))))1209 #+end_listing1211 Note that since each of the functions generated by =vision-kernel=1212 shares the same =register-eye!= function, the eye will be1213 registered only once the first time any of the functions from the1214 list returned by =vision-kernel= is called. Each of the functions1215 returned by =vision-kernel= also allows access to the =Viewport=1216 through which it receives images.1218 All the hard work has been done; all that remains is to apply1219 =vision-kernel= to each eye in the creature and gather the results1220 into one list of functions.1223 #+caption: With =vision!=, =CORTEX= is already a fine simulation1224 #+caption: environment for experimenting with different types of1225 #+caption: eyes.1226 #+name: vision!1227 #+begin_listing clojure1228 (defn vision!1229 "Returns a list of functions, each of which returns visual sensory1230 data when called inside a running simulation."1231 [#^Node creature & {skip :skip :or {skip 0}}]1232 (reduce1233 concat1234 (for [eye (eyes creature)]1235 (vision-kernel creature eye))))1236 #+end_listing1238 #+caption: Simulated vision with a test creature and the1239 #+caption: human-like eye approximation. Notice how each channel1240 #+caption: of the eye responds differently to the differently1241 #+caption: colored balls.1242 #+name: worm-vision-test.1243 #+ATTR_LaTeX: :width 13cm1244 [[./images/worm-vision.png]]1246 The vision code is not much more complicated than the body code,1247 and enables multiple further paths for simulated vision. For1248 example, it is quite easy to create bifocal vision -- you just1249 make two eyes next to each other in blender! It is also possible1250 to encode vision transforms in the retinal files. For example, the1251 human like retina file in figure \ref{retina} approximates a1252 log-polar transform.1254 This vision code has already been absorbed by the jMonkeyEngine1255 community and is now (in modified form) part of a system for1256 capturing in-game video to a file.1258 ** COMMENT Hearing is hard; =CORTEX= does it right1260 At the end of this section I will have simulated ears that work the1261 same way as the simulated eyes in the last section. I will be able to1262 place any number of ear-nodes in a blender file, and they will bind to1263 the closest physical object and follow it as it moves around. Each ear1264 will provide access to the sound data it picks up between every frame.1266 Hearing is one of the more difficult senses to simulate, because there1267 is less support for obtaining the actual sound data that is processed1268 by jMonkeyEngine3. There is no "split-screen" support for rendering1269 sound from different points of view, and there is no way to directly1270 access the rendered sound data.1272 =CORTEX='s hearing is unique because it does not have any1273 limitations compared to other simulation environments. As far as I1274 know, there is no other system that supports multiple listerers,1275 and the sound demo at the end of this section is the first time1276 it's been done in a video game environment.1278 *** Brief Description of jMonkeyEngine's Sound System1280 jMonkeyEngine's sound system works as follows:1282 - jMonkeyEngine uses the =AppSettings= for the particular1283 application to determine what sort of =AudioRenderer= should be1284 used.1285 - Although some support is provided for multiple AudioRendering1286 backends, jMonkeyEngine at the time of this writing will either1287 pick no =AudioRenderer= at all, or the =LwjglAudioRenderer=.1288 - jMonkeyEngine tries to figure out what sort of system you're1289 running and extracts the appropriate native libraries.1290 - The =LwjglAudioRenderer= uses the [[http://lwjgl.org/][=LWJGL=]] (LightWeight Java Game1291 Library) bindings to interface with a C library called [[http://kcat.strangesoft.net/openal.html][=OpenAL=]]1292 - =OpenAL= renders the 3D sound and feeds the rendered sound1293 directly to any of various sound output devices with which it1294 knows how to communicate.1296 A consequence of this is that there's no way to access the actual1297 sound data produced by =OpenAL=. Even worse, =OpenAL= only supports1298 one /listener/ (it renders sound data from only one perspective),1299 which normally isn't a problem for games, but becomes a problem1300 when trying to make multiple AI creatures that can each hear the1301 world from a different perspective.1303 To make many AI creatures in jMonkeyEngine that can each hear the1304 world from their own perspective, or to make a single creature with1305 many ears, it is necessary to go all the way back to =OpenAL= and1306 implement support for simulated hearing there.1308 *** Extending =OpenAl=1310 Extending =OpenAL= to support multiple listeners requires 5001311 lines of =C= code and is too hairy to mention here. Instead, I1312 will show a small amount of extension code and go over the high1313 level stragety. Full source is of course available with the1314 =CORTEX= distribution if you're interested.1316 =OpenAL= goes to great lengths to support many different systems,1317 all with different sound capabilities and interfaces. It1318 accomplishes this difficult task by providing code for many1319 different sound backends in pseudo-objects called /Devices/.1320 There's a device for the Linux Open Sound System and the Advanced1321 Linux Sound Architecture, there's one for Direct Sound on Windows,1322 and there's even one for Solaris. =OpenAL= solves the problem of1323 platform independence by providing all these Devices.1325 Wrapper libraries such as LWJGL are free to examine the system on1326 which they are running and then select an appropriate device for1327 that system.1329 There are also a few "special" devices that don't interface with1330 any particular system. These include the Null Device, which1331 doesn't do anything, and the Wave Device, which writes whatever1332 sound it receives to a file, if everything has been set up1333 correctly when configuring =OpenAL=.1335 Actual mixing (doppler shift and distance.environment-based1336 attenuation) of the sound data happens in the Devices, and they1337 are the only point in the sound rendering process where this data1338 is available.1340 Therefore, in order to support multiple listeners, and get the1341 sound data in a form that the AIs can use, it is necessary to1342 create a new Device which supports this feature.1344 Adding a device to OpenAL is rather tricky -- there are five1345 separate files in the =OpenAL= source tree that must be modified1346 to do so. I named my device the "Multiple Audio Send" Device, or1347 =Send= Device for short, since it sends audio data back to the1348 calling application like an Aux-Send cable on a mixing board.1350 The main idea behind the Send device is to take advantage of the1351 fact that LWJGL only manages one /context/ when using OpenAL. A1352 /context/ is like a container that holds samples and keeps track1353 of where the listener is. In order to support multiple listeners,1354 the Send device identifies the LWJGL context as the master1355 context, and creates any number of slave contexts to represent1356 additional listeners. Every time the device renders sound, it1357 synchronizes every source from the master LWJGL context to the1358 slave contexts. Then, it renders each context separately, using a1359 different listener for each one. The rendered sound is made1360 available via JNI to jMonkeyEngine.1362 Switching between contexts is not the normal operation of a1363 Device, and one of the problems with doing so is that a Device1364 normally keeps around a few pieces of state such as the1365 =ClickRemoval= array above which will become corrupted if the1366 contexts are not rendered in parallel. The solution is to create a1367 copy of this normally global device state for each context, and1368 copy it back and forth into and out of the actual device state1369 whenever a context is rendered.1371 The core of the =Send= device is the =syncSources= function, which1372 does the job of copying all relevant data from one context to1373 another.1375 #+caption: Program for extending =OpenAL= to support multiple1376 #+caption: listeners via context copying/switching.1377 #+name: sync-openal-sources1378 #+begin_listing C1379 void syncSources(ALsource *masterSource, ALsource *slaveSource,1380 ALCcontext *masterCtx, ALCcontext *slaveCtx){1381 ALuint master = masterSource->source;1382 ALuint slave = slaveSource->source;1383 ALCcontext *current = alcGetCurrentContext();1385 syncSourcef(master,slave,masterCtx,slaveCtx,AL_PITCH);1386 syncSourcef(master,slave,masterCtx,slaveCtx,AL_GAIN);1387 syncSourcef(master,slave,masterCtx,slaveCtx,AL_MAX_DISTANCE);1388 syncSourcef(master,slave,masterCtx,slaveCtx,AL_ROLLOFF_FACTOR);1389 syncSourcef(master,slave,masterCtx,slaveCtx,AL_REFERENCE_DISTANCE);1390 syncSourcef(master,slave,masterCtx,slaveCtx,AL_MIN_GAIN);1391 syncSourcef(master,slave,masterCtx,slaveCtx,AL_MAX_GAIN);1392 syncSourcef(master,slave,masterCtx,slaveCtx,AL_CONE_OUTER_GAIN);1393 syncSourcef(master,slave,masterCtx,slaveCtx,AL_CONE_INNER_ANGLE);1394 syncSourcef(master,slave,masterCtx,slaveCtx,AL_CONE_OUTER_ANGLE);1395 syncSourcef(master,slave,masterCtx,slaveCtx,AL_SEC_OFFSET);1396 syncSourcef(master,slave,masterCtx,slaveCtx,AL_SAMPLE_OFFSET);1397 syncSourcef(master,slave,masterCtx,slaveCtx,AL_BYTE_OFFSET);1399 syncSource3f(master,slave,masterCtx,slaveCtx,AL_POSITION);1400 syncSource3f(master,slave,masterCtx,slaveCtx,AL_VELOCITY);1401 syncSource3f(master,slave,masterCtx,slaveCtx,AL_DIRECTION);1403 syncSourcei(master,slave,masterCtx,slaveCtx,AL_SOURCE_RELATIVE);1404 syncSourcei(master,slave,masterCtx,slaveCtx,AL_LOOPING);1406 alcMakeContextCurrent(masterCtx);1407 ALint source_type;1408 alGetSourcei(master, AL_SOURCE_TYPE, &source_type);1410 // Only static sources are currently synchronized!1411 if (AL_STATIC == source_type){1412 ALint master_buffer;1413 ALint slave_buffer;1414 alGetSourcei(master, AL_BUFFER, &master_buffer);1415 alcMakeContextCurrent(slaveCtx);1416 alGetSourcei(slave, AL_BUFFER, &slave_buffer);1417 if (master_buffer != slave_buffer){1418 alSourcei(slave, AL_BUFFER, master_buffer);1419 }1420 }1422 // Synchronize the state of the two sources.1423 alcMakeContextCurrent(masterCtx);1424 ALint masterState;1425 ALint slaveState;1427 alGetSourcei(master, AL_SOURCE_STATE, &masterState);1428 alcMakeContextCurrent(slaveCtx);1429 alGetSourcei(slave, AL_SOURCE_STATE, &slaveState);1431 if (masterState != slaveState){1432 switch (masterState){1433 case AL_INITIAL : alSourceRewind(slave); break;1434 case AL_PLAYING : alSourcePlay(slave); break;1435 case AL_PAUSED : alSourcePause(slave); break;1436 case AL_STOPPED : alSourceStop(slave); break;1437 }1438 }1439 // Restore whatever context was previously active.1440 alcMakeContextCurrent(current);1441 }1442 #+end_listing1444 With this special context-switching device, and some ugly JNI1445 bindings that are not worth mentioning, =CORTEX= gains the ability1446 to access multiple sound streams from =OpenAL=.1448 #+caption: Program to create an ear from a blender empty node. The ear1449 #+caption: follows around the nearest physical object and passes1450 #+caption: all sensory data to a continuation function.1451 #+name: add-ear1452 #+begin_listing clojure1453 (defn add-ear!1454 "Create a Listener centered on the current position of 'ear1455 which follows the closest physical node in 'creature and1456 sends sound data to 'continuation."1457 [#^Application world #^Node creature #^Spatial ear continuation]1458 (let [target (closest-node creature ear)1459 lis (Listener.)1460 audio-renderer (.getAudioRenderer world)1461 sp (hearing-pipeline continuation)]1462 (.setLocation lis (.getWorldTranslation ear))1463 (.setRotation lis (.getWorldRotation ear))1464 (bind-sense target lis)1465 (update-listener-velocity! target lis)1466 (.addListener audio-renderer lis)1467 (.registerSoundProcessor audio-renderer lis sp)))1468 #+end_listing1471 The =Send= device, unlike most of the other devices in =OpenAL=,1472 does not render sound unless asked. This enables the system to1473 slow down or speed up depending on the needs of the AIs who are1474 using it to listen. If the device tried to render samples in1475 real-time, a complicated AI whose mind takes 100 seconds of1476 computer time to simulate 1 second of AI-time would miss almost1477 all of the sound in its environment!1479 #+caption: Program to enable arbitrary hearing in =CORTEX=1480 #+name: hearing1481 #+begin_listing clojure1482 (defn hearing-kernel1483 "Returns a function which returns auditory sensory data when called1484 inside a running simulation."1485 [#^Node creature #^Spatial ear]1486 (let [hearing-data (atom [])1487 register-listener!1488 (runonce1489 (fn [#^Application world]1490 (add-ear!1491 world creature ear1492 (comp #(reset! hearing-data %)1493 byteBuffer->pulse-vector))))]1494 (fn [#^Application world]1495 (register-listener! world)1496 (let [data @hearing-data1497 topology1498 (vec (map #(vector % 0) (range 0 (count data))))]1499 [topology data]))))1501 (defn hearing!1502 "Endow the creature in a particular world with the sense of1503 hearing. Will return a sequence of functions, one for each ear,1504 which when called will return the auditory data from that ear."1505 [#^Node creature]1506 (for [ear (ears creature)]1507 (hearing-kernel creature ear)))1508 #+end_listing1510 Armed with these functions, =CORTEX= is able to test possibly the1511 first ever instance of multiple listeners in a video game engine1512 based simulation!1514 #+caption: Here a simple creature responds to sound by changing1515 #+caption: its color from gray to green when the total volume1516 #+caption: goes over a threshold.1517 #+name: sound-test1518 #+begin_listing java1519 /**1520 * Respond to sound! This is the brain of an AI entity that1521 * hears its surroundings and reacts to them.1522 */1523 public void process(ByteBuffer audioSamples,1524 int numSamples, AudioFormat format) {1525 audioSamples.clear();1526 byte[] data = new byte[numSamples];1527 float[] out = new float[numSamples];1528 audioSamples.get(data);1529 FloatSampleTools.1530 byte2floatInterleaved1531 (data, 0, out, 0, numSamples/format.getFrameSize(), format);1533 float max = Float.NEGATIVE_INFINITY;1534 for (float f : out){if (f > max) max = f;}1535 audioSamples.clear();1537 if (max > 0.1){1538 entity.getMaterial().setColor("Color", ColorRGBA.Green);1539 }1540 else {1541 entity.getMaterial().setColor("Color", ColorRGBA.Gray);1542 }1543 #+end_listing1545 #+caption: First ever simulation of multiple listerners in =CORTEX=.1546 #+caption: Each cube is a creature which processes sound data with1547 #+caption: the =process= function from listing \ref{sound-test}.1548 #+caption: the ball is constantally emiting a pure tone of1549 #+caption: constant volume. As it approaches the cubes, they each1550 #+caption: change color in response to the sound.1551 #+name: sound-cubes.1552 #+ATTR_LaTeX: :width 10cm1553 [[./images/aurellem-gray.png]]1555 This system of hearing has also been co-opted by the1556 jMonkeyEngine3 community and is used to record audio for demo1557 videos.1559 ** COMMENT Touch uses hundreds of hair-like elements1561 Touch is critical to navigation and spatial reasoning and as such I1562 need a simulated version of it to give to my AI creatures.1564 Human skin has a wide array of touch sensors, each of which1565 specialize in detecting different vibrational modes and pressures.1566 These sensors can integrate a vast expanse of skin (i.e. your1567 entire palm), or a tiny patch of skin at the tip of your finger.1568 The hairs of the skin help detect objects before they even come1569 into contact with the skin proper.1571 However, touch in my simulated world can not exactly correspond to1572 human touch because my creatures are made out of completely rigid1573 segments that don't deform like human skin.1575 Instead of measuring deformation or vibration, I surround each1576 rigid part with a plenitude of hair-like objects (/feelers/) which1577 do not interact with the physical world. Physical objects can pass1578 through them with no effect. The feelers are able to tell when1579 other objects pass through them, and they constantly report how1580 much of their extent is covered. So even though the creature's body1581 parts do not deform, the feelers create a margin around those body1582 parts which achieves a sense of touch which is a hybrid between a1583 human's sense of deformation and sense from hairs.1585 Implementing touch in jMonkeyEngine follows a different technical1586 route than vision and hearing. Those two senses piggybacked off1587 jMonkeyEngine's 3D audio and video rendering subsystems. To1588 simulate touch, I use jMonkeyEngine's physics system to execute1589 many small collision detections, one for each feeler. The placement1590 of the feelers is determined by a UV-mapped image which shows where1591 each feeler should be on the 3D surface of the body.1593 *** Defining Touch Meta-Data in Blender1595 Each geometry can have a single UV map which describes the1596 position of the feelers which will constitute its sense of touch.1597 This image path is stored under the ``touch'' key. The image itself1598 is black and white, with black meaning a feeler length of 0 (no1599 feeler is present) and white meaning a feeler length of =scale=,1600 which is a float stored under the key "scale".1602 #+caption: Touch does not use empty nodes, to store metadata,1603 #+caption: because the metadata of each solid part of a1604 #+caption: creature's body is sufficient.1605 #+name: touch-meta-data1606 #+begin_listing clojure1607 #+BEGIN_SRC clojure1608 (defn tactile-sensor-profile1609 "Return the touch-sensor distribution image in BufferedImage format,1610 or nil if it does not exist."1611 [#^Geometry obj]1612 (if-let [image-path (meta-data obj "touch")]1613 (load-image image-path)))1615 (defn tactile-scale1616 "Return the length of each feeler. Default scale is 0.011617 jMonkeyEngine units."1618 [#^Geometry obj]1619 (if-let [scale (meta-data obj "scale")]1620 scale 0.1))1621 #+END_SRC1622 #+end_listing1624 Here is an example of a UV-map which specifies the position of1625 touch sensors along the surface of the upper segment of a fingertip.1627 #+caption: This is the tactile-sensor-profile for the upper segment1628 #+caption: of a fingertip. It defines regions of high touch sensitivity1629 #+caption: (where there are many white pixels) and regions of low1630 #+caption: sensitivity (where white pixels are sparse).1631 #+name: fimgertip-UV1632 #+ATTR_LaTeX: :width 13cm1633 [[./images/finger-UV.png]]1635 *** Implementation Summary1637 To simulate touch there are three conceptual steps. For each solid1638 object in the creature, you first have to get UV image and scale1639 parameter which define the position and length of the feelers.1640 Then, you use the triangles which comprise the mesh and the UV1641 data stored in the mesh to determine the world-space position and1642 orientation of each feeler. Then once every frame, update these1643 positions and orientations to match the current position and1644 orientation of the object, and use physics collision detection to1645 gather tactile data.1647 Extracting the meta-data has already been described. The third1648 step, physics collision detection, is handled in =touch-kernel=.1649 Translating the positions and orientations of the feelers from the1650 UV-map to world-space is itself a three-step process.1652 - Find the triangles which make up the mesh in pixel-space and in1653 world-space. (=triangles= =pixel-triangles=).1655 - Find the coordinates of each feeler in world-space. These are1656 the origins of the feelers. (=feeler-origins=).1658 - Calculate the normals of the triangles in world space, and add1659 them to each of the origins of the feelers. These are the1660 normalized coordinates of the tips of the feelers.1661 (=feeler-tips=).1663 *** Triangle Math1665 The rigid objects which make up a creature have an underlying1666 =Geometry=, which is a =Mesh= plus a =Material= and other1667 important data involved with displaying the object.1669 A =Mesh= is composed of =Triangles=, and each =Triangle= has three1670 vertices which have coordinates in world space and UV space.1672 Here, =triangles= gets all the world-space triangles which1673 comprise a mesh, while =pixel-triangles= gets those same triangles1674 expressed in pixel coordinates (which are UV coordinates scaled to1675 fit the height and width of the UV image).1677 #+caption: Programs to extract triangles from a geometry and get1678 #+caption: their verticies in both world and UV-coordinates.1679 #+name: get-triangles1680 #+begin_listing clojure1681 #+BEGIN_SRC clojure1682 (defn triangle1683 "Get the triangle specified by triangle-index from the mesh."1684 [#^Geometry geo triangle-index]1685 (triangle-seq1686 (let [scratch (Triangle.)]1687 (.getTriangle (.getMesh geo) triangle-index scratch) scratch)))1689 (defn triangles1690 "Return a sequence of all the Triangles which comprise a given1691 Geometry."1692 [#^Geometry geo]1693 (map (partial triangle geo) (range (.getTriangleCount (.getMesh geo)))))1695 (defn triangle-vertex-indices1696 "Get the triangle vertex indices of a given triangle from a given1697 mesh."1698 [#^Mesh mesh triangle-index]1699 (let [indices (int-array 3)]1700 (.getTriangle mesh triangle-index indices)1701 (vec indices)))1703 (defn vertex-UV-coord1704 "Get the UV-coordinates of the vertex named by vertex-index"1705 [#^Mesh mesh vertex-index]1706 (let [UV-buffer1707 (.getData1708 (.getBuffer1709 mesh1710 VertexBuffer$Type/TexCoord))]1711 [(.get UV-buffer (* vertex-index 2))1712 (.get UV-buffer (+ 1 (* vertex-index 2)))]))1714 (defn pixel-triangle [#^Geometry geo image index]1715 (let [mesh (.getMesh geo)1716 width (.getWidth image)1717 height (.getHeight image)]1718 (vec (map (fn [[u v]] (vector (* width u) (* height v)))1719 (map (partial vertex-UV-coord mesh)1720 (triangle-vertex-indices mesh index))))))1722 (defn pixel-triangles1723 "The pixel-space triangles of the Geometry, in the same order as1724 (triangles geo)"1725 [#^Geometry geo image]1726 (let [height (.getHeight image)1727 width (.getWidth image)]1728 (map (partial pixel-triangle geo image)1729 (range (.getTriangleCount (.getMesh geo))))))1730 #+END_SRC1731 #+end_listing1733 *** The Affine Transform from one Triangle to Another1735 =pixel-triangles= gives us the mesh triangles expressed in pixel1736 coordinates and =triangles= gives us the mesh triangles expressed1737 in world coordinates. The tactile-sensor-profile gives the1738 position of each feeler in pixel-space. In order to convert1739 pixel-space coordinates into world-space coordinates we need1740 something that takes coordinates on the surface of one triangle1741 and gives the corresponding coordinates on the surface of another1742 triangle.1744 Triangles are [[http://mathworld.wolfram.com/AffineTransformation.html ][affine]], which means any triangle can be transformed1745 into any other by a combination of translation, scaling, and1746 rotation. The affine transformation from one triangle to another1747 is readily computable if the triangle is expressed in terms of a1748 $4x4$ matrix.1750 #+BEGIN_LaTeX1751 $$1752 \begin{bmatrix}1753 x_1 & x_2 & x_3 & n_x \\1754 y_1 & y_2 & y_3 & n_y \\1755 z_1 & z_2 & z_3 & n_z \\1756 1 & 1 & 1 & 11757 \end{bmatrix}1758 $$1759 #+END_LaTeX1761 Here, the first three columns of the matrix are the vertices of1762 the triangle. The last column is the right-handed unit normal of1763 the triangle.1765 With two triangles $T_{1}$ and $T_{2}$ each expressed as a1766 matrix like above, the affine transform from $T_{1}$ to $T_{2}$1767 is $T_{2}T_{1}^{-1}$.1769 The clojure code below recapitulates the formulas above, using1770 jMonkeyEngine's =Matrix4f= objects, which can describe any affine1771 transformation.1773 #+caption: Program to interpert triangles as affine transforms.1774 #+name: triangle-affine1775 #+begin_listing clojure1776 #+BEGIN_SRC clojure1777 (defn triangle->matrix4f1778 "Converts the triangle into a 4x4 matrix: The first three columns1779 contain the vertices of the triangle; the last contains the unit1780 normal of the triangle. The bottom row is filled with 1s."1781 [#^Triangle t]1782 (let [mat (Matrix4f.)1783 [vert-1 vert-2 vert-3]1784 (mapv #(.get t %) (range 3))1785 unit-normal (do (.calculateNormal t)(.getNormal t))1786 vertices [vert-1 vert-2 vert-3 unit-normal]]1787 (dorun1788 (for [row (range 4) col (range 3)]1789 (do1790 (.set mat col row (.get (vertices row) col))1791 (.set mat 3 row 1)))) mat))1793 (defn triangles->affine-transform1794 "Returns the affine transformation that converts each vertex in the1795 first triangle into the corresponding vertex in the second1796 triangle."1797 [#^Triangle tri-1 #^Triangle tri-2]1798 (.mult1799 (triangle->matrix4f tri-2)1800 (.invert (triangle->matrix4f tri-1))))1801 #+END_SRC1802 #+end_listing1804 *** Triangle Boundaries1806 For efficiency's sake I will divide the tactile-profile image into1807 small squares which inscribe each pixel-triangle, then extract the1808 points which lie inside the triangle and map them to 3D-space using1809 =triangle-transform= above. To do this I need a function,1810 =convex-bounds= which finds the smallest box which inscribes a 2D1811 triangle.1813 =inside-triangle?= determines whether a point is inside a triangle1814 in 2D pixel-space.1816 #+caption: Program to efficiently determine point includion1817 #+caption: in a triangle.1818 #+name: in-triangle1819 #+begin_listing clojure1820 #+BEGIN_SRC clojure1821 (defn convex-bounds1822 "Returns the smallest square containing the given vertices, as a1823 vector of integers [left top width height]."1824 [verts]1825 (let [xs (map first verts)1826 ys (map second verts)1827 x0 (Math/floor (apply min xs))1828 y0 (Math/floor (apply min ys))1829 x1 (Math/ceil (apply max xs))1830 y1 (Math/ceil (apply max ys))]1831 [x0 y0 (- x1 x0) (- y1 y0)]))1833 (defn same-side?1834 "Given the points p1 and p2 and the reference point ref, is point p1835 on the same side of the line that goes through p1 and p2 as ref is?"1836 [p1 p2 ref p]1837 (<=1838 01839 (.dot1840 (.cross (.subtract p2 p1) (.subtract p p1))1841 (.cross (.subtract p2 p1) (.subtract ref p1)))))1843 (defn inside-triangle?1844 "Is the point inside the triangle?"1845 {:author "Dylan Holmes"}1846 [#^Triangle tri #^Vector3f p]1847 (let [[vert-1 vert-2 vert-3] [(.get1 tri) (.get2 tri) (.get3 tri)]]1848 (and1849 (same-side? vert-1 vert-2 vert-3 p)1850 (same-side? vert-2 vert-3 vert-1 p)1851 (same-side? vert-3 vert-1 vert-2 p))))1852 #+END_SRC1853 #+end_listing1855 *** Feeler Coordinates1857 The triangle-related functions above make short work of1858 calculating the positions and orientations of each feeler in1859 world-space.1861 #+caption: Program to get the coordinates of ``feelers '' in1862 #+caption: both world and UV-coordinates.1863 #+name: feeler-coordinates1864 #+begin_listing clojure1865 #+BEGIN_SRC clojure1866 (defn feeler-pixel-coords1867 "Returns the coordinates of the feelers in pixel space in lists, one1868 list for each triangle, ordered in the same way as (triangles) and1869 (pixel-triangles)."1870 [#^Geometry geo image]1871 (map1872 (fn [pixel-triangle]1873 (filter1874 (fn [coord]1875 (inside-triangle? (->triangle pixel-triangle)1876 (->vector3f coord)))1877 (white-coordinates image (convex-bounds pixel-triangle))))1878 (pixel-triangles geo image)))1880 (defn feeler-world-coords1881 "Returns the coordinates of the feelers in world space in lists, one1882 list for each triangle, ordered in the same way as (triangles) and1883 (pixel-triangles)."1884 [#^Geometry geo image]1885 (let [transforms1886 (map #(triangles->affine-transform1887 (->triangle %1) (->triangle %2))1888 (pixel-triangles geo image)1889 (triangles geo))]1890 (map (fn [transform coords]1891 (map #(.mult transform (->vector3f %)) coords))1892 transforms (feeler-pixel-coords geo image))))1893 #+END_SRC1894 #+end_listing1896 #+caption: Program to get the position of the base and tip of1897 #+caption: each ``feeler''1898 #+name: feeler-tips1899 #+begin_listing clojure1900 #+BEGIN_SRC clojure1901 (defn feeler-origins1902 "The world space coordinates of the root of each feeler."1903 [#^Geometry geo image]1904 (reduce concat (feeler-world-coords geo image)))1906 (defn feeler-tips1907 "The world space coordinates of the tip of each feeler."1908 [#^Geometry geo image]1909 (let [world-coords (feeler-world-coords geo image)1910 normals1911 (map1912 (fn [triangle]1913 (.calculateNormal triangle)1914 (.clone (.getNormal triangle)))1915 (map ->triangle (triangles geo)))]1917 (mapcat (fn [origins normal]1918 (map #(.add % normal) origins))1919 world-coords normals)))1921 (defn touch-topology1922 [#^Geometry geo image]1923 (collapse (reduce concat (feeler-pixel-coords geo image))))1924 #+END_SRC1925 #+end_listing1927 *** Simulated Touch1929 Now that the functions to construct feelers are complete,1930 =touch-kernel= generates functions to be called from within a1931 simulation that perform the necessary physics collisions to1932 collect tactile data, and =touch!= recursively applies it to every1933 node in the creature.1935 #+caption: Efficient program to transform a ray from1936 #+caption: one position to another.1937 #+name: set-ray1938 #+begin_listing clojure1939 #+BEGIN_SRC clojure1940 (defn set-ray [#^Ray ray #^Matrix4f transform1941 #^Vector3f origin #^Vector3f tip]1942 ;; Doing everything locally reduces garbage collection by enough to1943 ;; be worth it.1944 (.mult transform origin (.getOrigin ray))1945 (.mult transform tip (.getDirection ray))1946 (.subtractLocal (.getDirection ray) (.getOrigin ray))1947 (.normalizeLocal (.getDirection ray)))1948 #+END_SRC1949 #+end_listing1951 #+caption: This is the core of touch in =CORTEX= each feeler1952 #+caption: follows the object it is bound to, reporting any1953 #+caption: collisions that may happen.1954 #+name: touch-kernel1955 #+begin_listing clojure1956 #+BEGIN_SRC clojure1957 (defn touch-kernel1958 "Constructs a function which will return tactile sensory data from1959 'geo when called from inside a running simulation"1960 [#^Geometry geo]1961 (if-let1962 [profile (tactile-sensor-profile geo)]1963 (let [ray-reference-origins (feeler-origins geo profile)1964 ray-reference-tips (feeler-tips geo profile)1965 ray-length (tactile-scale geo)1966 current-rays (map (fn [_] (Ray.)) ray-reference-origins)1967 topology (touch-topology geo profile)1968 correction (float (* ray-length -0.2))]1969 ;; slight tolerance for very close collisions.1970 (dorun1971 (map (fn [origin tip]1972 (.addLocal origin (.mult (.subtract tip origin)1973 correction)))1974 ray-reference-origins ray-reference-tips))1975 (dorun (map #(.setLimit % ray-length) current-rays))1976 (fn [node]1977 (let [transform (.getWorldMatrix geo)]1978 (dorun1979 (map (fn [ray ref-origin ref-tip]1980 (set-ray ray transform ref-origin ref-tip))1981 current-rays ray-reference-origins1982 ray-reference-tips))1983 (vector1984 topology1985 (vec1986 (for [ray current-rays]1987 (do1988 (let [results (CollisionResults.)]1989 (.collideWith node ray results)1990 (let [touch-objects1991 (filter #(not (= geo (.getGeometry %)))1992 results)1993 limit (.getLimit ray)]1994 [(if (empty? touch-objects)1995 limit1996 (let [response1997 (apply min (map #(.getDistance %)1998 touch-objects))]1999 (FastMath/clamp2000 (float2001 (if (> response limit) (float 0.0)2002 (+ response correction)))2003 (float 0.0)2004 limit)))2005 limit])))))))))))2006 #+END_SRC2007 #+end_listing2009 Armed with the =touch!= function, =CORTEX= becomes capable of2010 giving creatures a sense of touch. A simple test is to create a2011 cube that is outfitted with a uniform distrubition of touch2012 sensors. It can feel the ground and any balls that it touches.2014 #+caption: =CORTEX= interface for creating touch in a simulated2015 #+caption: creature.2016 #+name: touch2017 #+begin_listing clojure2018 #+BEGIN_SRC clojure2019 (defn touch!2020 "Endow the creature with the sense of touch. Returns a sequence of2021 functions, one for each body part with a tactile-sensor-profile,2022 each of which when called returns sensory data for that body part."2023 [#^Node creature]2024 (filter2025 (comp not nil?)2026 (map touch-kernel2027 (filter #(isa? (class %) Geometry)2028 (node-seq creature)))))2029 #+END_SRC2030 #+end_listing2032 The tactile-sensor-profile image for the touch cube is a simple2033 cross with a unifom distribution of touch sensors:2035 #+caption: The touch profile for the touch-cube. Each pure white2036 #+caption: pixel defines a touch sensitive feeler.2037 #+name: touch-cube-uv-map2038 #+ATTR_LaTeX: :width 10cm2039 [[./images/touch-profile.png]]2041 #+caption: The touch cube reacts to canonballs. The black, red,2042 #+caption: and white cross on the right is a visual display of2043 #+caption: the creature's touch. White means that it is feeling2044 #+caption: something strongly, black is not feeling anything,2045 #+caption: and gray is in-between. The cube can feel both the2046 #+caption: floor and the ball. Notice that when the ball causes2047 #+caption: the cube to tip, that the bottom face can still feel2048 #+caption: part of the ground.2049 #+name: touch-cube-uv-map2050 #+ATTR_LaTeX: :width 15cm2051 [[./images/touch-cube.png]]2053 ** COMMENT Proprioception is the sense that makes everything ``real''2055 Close your eyes, and touch your nose with your right index finger.2056 How did you do it? You could not see your hand, and neither your2057 hand nor your nose could use the sense of touch to guide the path2058 of your hand. There are no sound cues, and Taste and Smell2059 certainly don't provide any help. You know where your hand is2060 without your other senses because of Proprioception.2062 Humans can sometimes loose this sense through viral infections or2063 damage to the spinal cord or brain, and when they do, they loose2064 the ability to control their own bodies without looking directly at2065 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 a2066 Hat]], a woman named Christina looses this sense and has to learn how2067 to move by carefully watching her arms and legs. She describes2068 proprioception as the "eyes of the body, the way the body sees2069 itself".2071 Proprioception in humans is mediated by [[http://en.wikipedia.org/wiki/Articular_capsule][joint capsules]], [[http://en.wikipedia.org/wiki/Muscle_spindle][muscle2072 spindles]], and the [[http://en.wikipedia.org/wiki/Golgi_tendon_organ][Golgi tendon organs]]. These measure the relative2073 positions of each body part by monitoring muscle strain and length.2075 It's clear that this is a vital sense for fluid, graceful movement.2076 It's also particularly easy to implement in jMonkeyEngine.2078 My simulated proprioception calculates the relative angles of each2079 joint from the rest position defined in the blender file. This2080 simulates the muscle-spindles and joint capsules. I will deal with2081 Golgi tendon organs, which calculate muscle strain, in the next2082 section.2084 *** Helper functions2086 =absolute-angle= calculates the angle between two vectors,2087 relative to a third axis vector. This angle is the number of2088 radians you have to move counterclockwise around the axis vector2089 to get from the first to the second vector. It is not commutative2090 like a normal dot-product angle is.2092 The purpose of these functions is to build a system of angle2093 measurement that is biologically plausable.2095 #+caption: Program to measure angles along a vector2096 #+name: helpers2097 #+begin_listing clojure2098 #+BEGIN_SRC clojure2099 (defn right-handed?2100 "true iff the three vectors form a right handed coordinate2101 system. The three vectors do not have to be normalized or2102 orthogonal."2103 [vec1 vec2 vec3]2104 (pos? (.dot (.cross vec1 vec2) vec3)))2106 (defn absolute-angle2107 "The angle between 'vec1 and 'vec2 around 'axis. In the range2108 [0 (* 2 Math/PI)]."2109 [vec1 vec2 axis]2110 (let [angle (.angleBetween vec1 vec2)]2111 (if (right-handed? vec1 vec2 axis)2112 angle (- (* 2 Math/PI) angle))))2113 #+END_SRC2114 #+end_listing2116 *** Proprioception Kernel2118 Given a joint, =proprioception-kernel= produces a function that2119 calculates the Euler angles between the the objects the joint2120 connects. The only tricky part here is making the angles relative2121 to the joint's initial ``straightness''.2123 #+caption: Program to return biologially reasonable proprioceptive2124 #+caption: data for each joint.2125 #+name: proprioception2126 #+begin_listing clojure2127 #+BEGIN_SRC clojure2128 (defn proprioception-kernel2129 "Returns a function which returns proprioceptive sensory data when2130 called inside a running simulation."2131 [#^Node parts #^Node joint]2132 (let [[obj-a obj-b] (joint-targets parts joint)2133 joint-rot (.getWorldRotation joint)2134 x0 (.mult joint-rot Vector3f/UNIT_X)2135 y0 (.mult joint-rot Vector3f/UNIT_Y)2136 z0 (.mult joint-rot Vector3f/UNIT_Z)]2137 (fn []2138 (let [rot-a (.clone (.getWorldRotation obj-a))2139 rot-b (.clone (.getWorldRotation obj-b))2140 x (.mult rot-a x0)2141 y (.mult rot-a y0)2142 z (.mult rot-a z0)2144 X (.mult rot-b x0)2145 Y (.mult rot-b y0)2146 Z (.mult rot-b z0)2147 heading (Math/atan2 (.dot X z) (.dot X x))2148 pitch (Math/atan2 (.dot X y) (.dot X x))2150 ;; rotate x-vector back to origin2151 reverse2152 (doto (Quaternion.)2153 (.fromAngleAxis2154 (.angleBetween X x)2155 (let [cross (.normalize (.cross X x))]2156 (if (= 0 (.length cross)) y cross))))2157 roll (absolute-angle (.mult reverse Y) y x)]2158 [heading pitch roll]))))2160 (defn proprioception!2161 "Endow the creature with the sense of proprioception. Returns a2162 sequence of functions, one for each child of the \"joints\" node in2163 the creature, which each report proprioceptive information about2164 that joint."2165 [#^Node creature]2166 ;; extract the body's joints2167 (let [senses (map (partial proprioception-kernel creature)2168 (joints creature))]2169 (fn []2170 (map #(%) senses))))2171 #+END_SRC2172 #+end_listing2174 =proprioception!= maps =proprioception-kernel= across all the2175 joints of the creature. It uses the same list of joints that2176 =joints= uses. Proprioception is the easiest sense to implement in2177 =CORTEX=, and it will play a crucial role when efficiently2178 implementing empathy.2180 #+caption: In the upper right corner, the three proprioceptive2181 #+caption: angle measurements are displayed. Red is yaw, Green is2182 #+caption: pitch, and White is roll.2183 #+name: proprio2184 #+ATTR_LaTeX: :width 11cm2185 [[./images/proprio.png]]2187 ** Muscles are both effectors and sensors2189 ** =CORTEX= brings complex creatures to life!2191 ** =CORTEX= enables many possiblities for further research2193 * COMMENT Empathy in a simulated worm2195 Here I develop a computational model of empathy, using =CORTEX= as a2196 base. Empathy in this context is the ability to observe another2197 creature and infer what sorts of sensations that creature is2198 feeling. My empathy algorithm involves multiple phases. First is2199 free-play, where the creature moves around and gains sensory2200 experience. From this experience I construct a representation of the2201 creature's sensory state space, which I call \Phi-space. Using2202 \Phi-space, I construct an efficient function which takes the2203 limited data that comes from observing another creature and enriches2204 it full compliment of imagined sensory data. I can then use the2205 imagined sensory data to recognize what the observed creature is2206 doing and feeling, using straightforward embodied action predicates.2207 This is all demonstrated with using a simple worm-like creature, and2208 recognizing worm-actions based on limited data.2210 #+caption: Here is the worm with which we will be working.2211 #+caption: It is composed of 5 segments. Each segment has a2212 #+caption: pair of extensor and flexor muscles. Each of the2213 #+caption: worm's four joints is a hinge joint which allows2214 #+caption: about 30 degrees of rotation to either side. Each segment2215 #+caption: of the worm is touch-capable and has a uniform2216 #+caption: distribution of touch sensors on each of its faces.2217 #+caption: Each joint has a proprioceptive sense to detect2218 #+caption: relative positions. The worm segments are all the2219 #+caption: same except for the first one, which has a much2220 #+caption: higher weight than the others to allow for easy2221 #+caption: manual motor control.2222 #+name: basic-worm-view2223 #+ATTR_LaTeX: :width 10cm2224 [[./images/basic-worm-view.png]]2226 #+caption: Program for reading a worm from a blender file and2227 #+caption: outfitting it with the senses of proprioception,2228 #+caption: touch, and the ability to move, as specified in the2229 #+caption: blender file.2230 #+name: get-worm2231 #+begin_listing clojure2232 #+begin_src clojure2233 (defn worm []2234 (let [model (load-blender-model "Models/worm/worm.blend")]2235 {:body (doto model (body!))2236 :touch (touch! model)2237 :proprioception (proprioception! model)2238 :muscles (movement! model)}))2239 #+end_src2240 #+end_listing2242 ** Embodiment factors action recognition into managable parts2244 Using empathy, I divide the problem of action recognition into a2245 recognition process expressed in the language of a full compliment2246 of senses, and an imaganitive process that generates full sensory2247 data from partial sensory data. Splitting the action recognition2248 problem in this manner greatly reduces the total amount of work to2249 recognize actions: The imaganitive process is mostly just matching2250 previous experience, and the recognition process gets to use all2251 the senses to directly describe any action.2253 ** Action recognition is easy with a full gamut of senses2255 Embodied representations using multiple senses such as touch,2256 proprioception, and muscle tension turns out be be exceedingly2257 efficient at describing body-centered actions. It is the ``right2258 language for the job''. For example, it takes only around 5 lines2259 of LISP code to describe the action of ``curling'' using embodied2260 primitives. It takes about 10 lines to describe the seemingly2261 complicated action of wiggling.2263 The following action predicates each take a stream of sensory2264 experience, observe however much of it they desire, and decide2265 whether the worm is doing the action they describe. =curled?=2266 relies on proprioception, =resting?= relies on touch, =wiggling?=2267 relies on a fourier analysis of muscle contraction, and2268 =grand-circle?= relies on touch and reuses =curled?= as a gaurd.2270 #+caption: Program for detecting whether the worm is curled. This is the2271 #+caption: simplest action predicate, because it only uses the last frame2272 #+caption: of sensory experience, and only uses proprioceptive data. Even2273 #+caption: this simple predicate, however, is automatically frame2274 #+caption: independent and ignores vermopomorphic differences such as2275 #+caption: worm textures and colors.2276 #+name: curled2277 #+attr_latex: [htpb]2278 #+begin_listing clojure2279 #+begin_src clojure2280 (defn curled?2281 "Is the worm curled up?"2282 [experiences]2283 (every?2284 (fn [[_ _ bend]]2285 (> (Math/sin bend) 0.64))2286 (:proprioception (peek experiences))))2287 #+end_src2288 #+end_listing2290 #+caption: Program for summarizing the touch information in a patch2291 #+caption: of skin.2292 #+name: touch-summary2293 #+attr_latex: [htpb]2295 #+begin_listing clojure2296 #+begin_src clojure2297 (defn contact2298 "Determine how much contact a particular worm segment has with2299 other objects. Returns a value between 0 and 1, where 1 is full2300 contact and 0 is no contact."2301 [touch-region [coords contact :as touch]]2302 (-> (zipmap coords contact)2303 (select-keys touch-region)2304 (vals)2305 (#(map first %))2306 (average)2307 (* 10)2308 (- 1)2309 (Math/abs)))2310 #+end_src2311 #+end_listing2314 #+caption: Program for detecting whether the worm is at rest. This program2315 #+caption: uses a summary of the tactile information from the underbelly2316 #+caption: of the worm, and is only true if every segment is touching the2317 #+caption: floor. Note that this function contains no references to2318 #+caption: proprioction at all.2319 #+name: resting2320 #+attr_latex: [htpb]2321 #+begin_listing clojure2322 #+begin_src clojure2323 (def worm-segment-bottom (rect-region [8 15] [14 22]))2325 (defn resting?2326 "Is the worm resting on the ground?"2327 [experiences]2328 (every?2329 (fn [touch-data]2330 (< 0.9 (contact worm-segment-bottom touch-data)))2331 (:touch (peek experiences))))2332 #+end_src2333 #+end_listing2335 #+caption: Program for detecting whether the worm is curled up into a2336 #+caption: full circle. Here the embodied approach begins to shine, as2337 #+caption: I am able to both use a previous action predicate (=curled?=)2338 #+caption: as well as the direct tactile experience of the head and tail.2339 #+name: grand-circle2340 #+attr_latex: [htpb]2341 #+begin_listing clojure2342 #+begin_src clojure2343 (def worm-segment-bottom-tip (rect-region [15 15] [22 22]))2345 (def worm-segment-top-tip (rect-region [0 15] [7 22]))2347 (defn grand-circle?2348 "Does the worm form a majestic circle (one end touching the other)?"2349 [experiences]2350 (and (curled? experiences)2351 (let [worm-touch (:touch (peek experiences))2352 tail-touch (worm-touch 0)2353 head-touch (worm-touch 4)]2354 (and (< 0.55 (contact worm-segment-bottom-tip tail-touch))2355 (< 0.55 (contact worm-segment-top-tip head-touch))))))2356 #+end_src2357 #+end_listing2360 #+caption: Program for detecting whether the worm has been wiggling for2361 #+caption: the last few frames. It uses a fourier analysis of the muscle2362 #+caption: contractions of the worm's tail to determine wiggling. This is2363 #+caption: signigicant because there is no particular frame that clearly2364 #+caption: indicates that the worm is wiggling --- only when multiple frames2365 #+caption: are analyzed together is the wiggling revealed. Defining2366 #+caption: wiggling this way also gives the worm an opportunity to learn2367 #+caption: and recognize ``frustrated wiggling'', where the worm tries to2368 #+caption: wiggle but can't. Frustrated wiggling is very visually different2369 #+caption: from actual wiggling, but this definition gives it to us for free.2370 #+name: wiggling2371 #+attr_latex: [htpb]2372 #+begin_listing clojure2373 #+begin_src clojure2374 (defn fft [nums]2375 (map2376 #(.getReal %)2377 (.transform2378 (FastFourierTransformer. DftNormalization/STANDARD)2379 (double-array nums) TransformType/FORWARD)))2381 (def indexed (partial map-indexed vector))2383 (defn max-indexed [s]2384 (first (sort-by (comp - second) (indexed s))))2386 (defn wiggling?2387 "Is the worm wiggling?"2388 [experiences]2389 (let [analysis-interval 0x40]2390 (when (> (count experiences) analysis-interval)2391 (let [a-flex 32392 a-ex 22393 muscle-activity2394 (map :muscle (vector:last-n experiences analysis-interval))2395 base-activity2396 (map #(- (% a-flex) (% a-ex)) muscle-activity)]2397 (= 22398 (first2399 (max-indexed2400 (map #(Math/abs %)2401 (take 20 (fft base-activity))))))))))2402 #+end_src2403 #+end_listing2405 With these action predicates, I can now recognize the actions of2406 the worm while it is moving under my control and I have access to2407 all the worm's senses.2409 #+caption: Use the action predicates defined earlier to report on2410 #+caption: what the worm is doing while in simulation.2411 #+name: report-worm-activity2412 #+attr_latex: [htpb]2413 #+begin_listing clojure2414 #+begin_src clojure2415 (defn debug-experience2416 [experiences text]2417 (cond2418 (grand-circle? experiences) (.setText text "Grand Circle")2419 (curled? experiences) (.setText text "Curled")2420 (wiggling? experiences) (.setText text "Wiggling")2421 (resting? experiences) (.setText text "Resting")))2422 #+end_src2423 #+end_listing2425 #+caption: Using =debug-experience=, the body-centered predicates2426 #+caption: work together to classify the behaviour of the worm.2427 #+caption: the predicates are operating with access to the worm's2428 #+caption: full sensory data.2429 #+name: basic-worm-view2430 #+ATTR_LaTeX: :width 10cm2431 [[./images/worm-identify-init.png]]2433 These action predicates satisfy the recognition requirement of an2434 empathic recognition system. There is power in the simplicity of2435 the action predicates. They describe their actions without getting2436 confused in visual details of the worm. Each one is frame2437 independent, but more than that, they are each indepent of2438 irrelevant visual details of the worm and the environment. They2439 will work regardless of whether the worm is a different color or2440 hevaily textured, or if the environment has strange lighting.2442 The trick now is to make the action predicates work even when the2443 sensory data on which they depend is absent. If I can do that, then2444 I will have gained much,2446 ** \Phi-space describes the worm's experiences2448 As a first step towards building empathy, I need to gather all of2449 the worm's experiences during free play. I use a simple vector to2450 store all the experiences.2452 Each element of the experience vector exists in the vast space of2453 all possible worm-experiences. Most of this vast space is actually2454 unreachable due to physical constraints of the worm's body. For2455 example, the worm's segments are connected by hinge joints that put2456 a practical limit on the worm's range of motions without limiting2457 its degrees of freedom. Some groupings of senses are impossible;2458 the worm can not be bent into a circle so that its ends are2459 touching and at the same time not also experience the sensation of2460 touching itself.2462 As the worm moves around during free play and its experience vector2463 grows larger, the vector begins to define a subspace which is all2464 the sensations the worm can practicaly experience during normal2465 operation. I call this subspace \Phi-space, short for2466 physical-space. The experience vector defines a path through2467 \Phi-space. This path has interesting properties that all derive2468 from physical embodiment. The proprioceptive components are2469 completely smooth, because in order for the worm to move from one2470 position to another, it must pass through the intermediate2471 positions. The path invariably forms loops as actions are repeated.2472 Finally and most importantly, proprioception actually gives very2473 strong inference about the other senses. For example, when the worm2474 is flat, you can infer that it is touching the ground and that its2475 muscles are not active, because if the muscles were active, the2476 worm would be moving and would not be perfectly flat. In order to2477 stay flat, the worm has to be touching the ground, or it would2478 again be moving out of the flat position due to gravity. If the2479 worm is positioned in such a way that it interacts with itself,2480 then it is very likely to be feeling the same tactile feelings as2481 the last time it was in that position, because it has the same body2482 as then. If you observe multiple frames of proprioceptive data,2483 then you can become increasingly confident about the exact2484 activations of the worm's muscles, because it generally takes a2485 unique combination of muscle contractions to transform the worm's2486 body along a specific path through \Phi-space.2488 There is a simple way of taking \Phi-space and the total ordering2489 provided by an experience vector and reliably infering the rest of2490 the senses.2492 ** Empathy is the process of tracing though \Phi-space2494 Here is the core of a basic empathy algorithm, starting with an2495 experience vector:2497 First, group the experiences into tiered proprioceptive bins. I use2498 powers of 10 and 3 bins, and the smallest bin has an approximate2499 size of 0.001 radians in all proprioceptive dimensions.2501 Then, given a sequence of proprioceptive input, generate a set of2502 matching experience records for each input, using the tiered2503 proprioceptive bins.2505 Finally, to infer sensory data, select the longest consective chain2506 of experiences. Conecutive experience means that the experiences2507 appear next to each other in the experience vector.2509 This algorithm has three advantages:2511 1. It's simple2513 3. It's very fast -- retrieving possible interpretations takes2514 constant time. Tracing through chains of interpretations takes2515 time proportional to the average number of experiences in a2516 proprioceptive bin. Redundant experiences in \Phi-space can be2517 merged to save computation.2519 2. It protects from wrong interpretations of transient ambiguous2520 proprioceptive data. For example, if the worm is flat for just2521 an instant, this flattness will not be interpreted as implying2522 that the worm has its muscles relaxed, since the flattness is2523 part of a longer chain which includes a distinct pattern of2524 muscle activation. Markov chains or other memoryless statistical2525 models that operate on individual frames may very well make this2526 mistake.2528 #+caption: Program to convert an experience vector into a2529 #+caption: proprioceptively binned lookup function.2530 #+name: bin2531 #+attr_latex: [htpb]2532 #+begin_listing clojure2533 #+begin_src clojure2534 (defn bin [digits]2535 (fn [angles]2536 (->> angles2537 (flatten)2538 (map (juxt #(Math/sin %) #(Math/cos %)))2539 (flatten)2540 (mapv #(Math/round (* % (Math/pow 10 (dec digits))))))))2542 (defn gen-phi-scan2543 "Nearest-neighbors with binning. Only returns a result if2544 the propriceptive data is within 10% of a previously recorded2545 result in all dimensions."2546 [phi-space]2547 (let [bin-keys (map bin [3 2 1])2548 bin-maps2549 (map (fn [bin-key]2550 (group-by2551 (comp bin-key :proprioception phi-space)2552 (range (count phi-space)))) bin-keys)2553 lookups (map (fn [bin-key bin-map]2554 (fn [proprio] (bin-map (bin-key proprio))))2555 bin-keys bin-maps)]2556 (fn lookup [proprio-data]2557 (set (some #(% proprio-data) lookups)))))2558 #+end_src2559 #+end_listing2561 #+caption: =longest-thread= finds the longest path of consecutive2562 #+caption: experiences to explain proprioceptive worm data.2563 #+name: phi-space-history-scan2564 #+ATTR_LaTeX: :width 10cm2565 [[./images/aurellem-gray.png]]2567 =longest-thread= infers sensory data by stitching together pieces2568 from previous experience. It prefers longer chains of previous2569 experience to shorter ones. For example, during training the worm2570 might rest on the ground for one second before it performs its2571 excercises. If during recognition the worm rests on the ground for2572 five seconds, =longest-thread= will accomodate this five second2573 rest period by looping the one second rest chain five times.2575 =longest-thread= takes time proportinal to the average number of2576 entries in a proprioceptive bin, because for each element in the2577 starting bin it performes a series of set lookups in the preceeding2578 bins. If the total history is limited, then this is only a constant2579 multiple times the number of entries in the starting bin. This2580 analysis also applies even if the action requires multiple longest2581 chains -- it's still the average number of entries in a2582 proprioceptive bin times the desired chain length. Because2583 =longest-thread= is so efficient and simple, I can interpret2584 worm-actions in real time.2586 #+caption: Program to calculate empathy by tracing though \Phi-space2587 #+caption: and finding the longest (ie. most coherent) interpretation2588 #+caption: of the data.2589 #+name: longest-thread2590 #+attr_latex: [htpb]2591 #+begin_listing clojure2592 #+begin_src clojure2593 (defn longest-thread2594 "Find the longest thread from phi-index-sets. The index sets should2595 be ordered from most recent to least recent."2596 [phi-index-sets]2597 (loop [result '()2598 [thread-bases & remaining :as phi-index-sets] phi-index-sets]2599 (if (empty? phi-index-sets)2600 (vec result)2601 (let [threads2602 (for [thread-base thread-bases]2603 (loop [thread (list thread-base)2604 remaining remaining]2605 (let [next-index (dec (first thread))]2606 (cond (empty? remaining) thread2607 (contains? (first remaining) next-index)2608 (recur2609 (cons next-index thread) (rest remaining))2610 :else thread))))2611 longest-thread2612 (reduce (fn [thread-a thread-b]2613 (if (> (count thread-a) (count thread-b))2614 thread-a thread-b))2615 '(nil)2616 threads)]2617 (recur (concat longest-thread result)2618 (drop (count longest-thread) phi-index-sets))))))2619 #+end_src2620 #+end_listing2622 There is one final piece, which is to replace missing sensory data2623 with a best-guess estimate. While I could fill in missing data by2624 using a gradient over the closest known sensory data points,2625 averages can be misleading. It is certainly possible to create an2626 impossible sensory state by averaging two possible sensory states.2627 Therefore, I simply replicate the most recent sensory experience to2628 fill in the gaps.2630 #+caption: Fill in blanks in sensory experience by replicating the most2631 #+caption: recent experience.2632 #+name: infer-nils2633 #+attr_latex: [htpb]2634 #+begin_listing clojure2635 #+begin_src clojure2636 (defn infer-nils2637 "Replace nils with the next available non-nil element in the2638 sequence, or barring that, 0."2639 [s]2640 (loop [i (dec (count s))2641 v (transient s)]2642 (if (zero? i) (persistent! v)2643 (if-let [cur (v i)]2644 (if (get v (dec i) 0)2645 (recur (dec i) v)2646 (recur (dec i) (assoc! v (dec i) cur)))2647 (recur i (assoc! v i 0))))))2648 #+end_src2649 #+end_listing2651 ** Efficient action recognition with =EMPATH=2653 To use =EMPATH= with the worm, I first need to gather a set of2654 experiences from the worm that includes the actions I want to2655 recognize. The =generate-phi-space= program (listing2656 \ref{generate-phi-space} runs the worm through a series of2657 exercices and gatheres those experiences into a vector. The2658 =do-all-the-things= program is a routine expressed in a simple2659 muscle contraction script language for automated worm control. It2660 causes the worm to rest, curl, and wiggle over about 700 frames2661 (approx. 11 seconds).2663 #+caption: Program to gather the worm's experiences into a vector for2664 #+caption: further processing. The =motor-control-program= line uses2665 #+caption: a motor control script that causes the worm to execute a series2666 #+caption: of ``exercices'' that include all the action predicates.2667 #+name: generate-phi-space2668 #+attr_latex: [htpb]2669 #+begin_listing clojure2670 #+begin_src clojure2671 (def do-all-the-things2672 (concat2673 curl-script2674 [[300 :d-ex 40]2675 [320 :d-ex 0]]2676 (shift-script 280 (take 16 wiggle-script))))2678 (defn generate-phi-space []2679 (let [experiences (atom [])]2680 (run-world2681 (apply-map2682 worm-world2683 (merge2684 (worm-world-defaults)2685 {:end-frame 7002686 :motor-control2687 (motor-control-program worm-muscle-labels do-all-the-things)2688 :experiences experiences})))2689 @experiences))2690 #+end_src2691 #+end_listing2693 #+caption: Use longest thread and a phi-space generated from a short2694 #+caption: exercise routine to interpret actions during free play.2695 #+name: empathy-debug2696 #+attr_latex: [htpb]2697 #+begin_listing clojure2698 #+begin_src clojure2699 (defn init []2700 (def phi-space (generate-phi-space))2701 (def phi-scan (gen-phi-scan phi-space)))2703 (defn empathy-demonstration []2704 (let [proprio (atom ())]2705 (fn2706 [experiences text]2707 (let [phi-indices (phi-scan (:proprioception (peek experiences)))]2708 (swap! proprio (partial cons phi-indices))2709 (let [exp-thread (longest-thread (take 300 @proprio))2710 empathy (mapv phi-space (infer-nils exp-thread))]2711 (println-repl (vector:last-n exp-thread 22))2712 (cond2713 (grand-circle? empathy) (.setText text "Grand Circle")2714 (curled? empathy) (.setText text "Curled")2715 (wiggling? empathy) (.setText text "Wiggling")2716 (resting? empathy) (.setText text "Resting")2717 :else (.setText text "Unknown")))))))2719 (defn empathy-experiment [record]2720 (.start (worm-world :experience-watch (debug-experience-phi)2721 :record record :worm worm*)))2722 #+end_src2723 #+end_listing2725 The result of running =empathy-experiment= is that the system is2726 generally able to interpret worm actions using the action-predicates2727 on simulated sensory data just as well as with actual data. Figure2728 \ref{empathy-debug-image} was generated using =empathy-experiment=:2730 #+caption: From only proprioceptive data, =EMPATH= was able to infer2731 #+caption: the complete sensory experience and classify four poses2732 #+caption: (The last panel shows a composite image of \emph{wriggling},2733 #+caption: a dynamic pose.)2734 #+name: empathy-debug-image2735 #+ATTR_LaTeX: :width 10cm :placement [H]2736 [[./images/empathy-1.png]]2738 One way to measure the performance of =EMPATH= is to compare the2739 sutiability of the imagined sense experience to trigger the same2740 action predicates as the real sensory experience.2742 #+caption: Determine how closely empathy approximates actual2743 #+caption: sensory data.2744 #+name: test-empathy-accuracy2745 #+attr_latex: [htpb]2746 #+begin_listing clojure2747 #+begin_src clojure2748 (def worm-action-label2749 (juxt grand-circle? curled? wiggling?))2751 (defn compare-empathy-with-baseline [matches]2752 (let [proprio (atom ())]2753 (fn2754 [experiences text]2755 (let [phi-indices (phi-scan (:proprioception (peek experiences)))]2756 (swap! proprio (partial cons phi-indices))2757 (let [exp-thread (longest-thread (take 300 @proprio))2758 empathy (mapv phi-space (infer-nils exp-thread))2759 experience-matches-empathy2760 (= (worm-action-label experiences)2761 (worm-action-label empathy))]2762 (println-repl experience-matches-empathy)2763 (swap! matches #(conj % experience-matches-empathy)))))))2765 (defn accuracy [v]2766 (float (/ (count (filter true? v)) (count v))))2768 (defn test-empathy-accuracy []2769 (let [res (atom [])]2770 (run-world2771 (worm-world :experience-watch2772 (compare-empathy-with-baseline res)2773 :worm worm*))2774 (accuracy @res)))2775 #+end_src2776 #+end_listing2778 Running =test-empathy-accuracy= using the very short exercise2779 program defined in listing \ref{generate-phi-space}, and then doing2780 a similar pattern of activity manually yeilds an accuracy of around2781 73%. This is based on very limited worm experience. By training the2782 worm for longer, the accuracy dramatically improves.2784 #+caption: Program to generate \Phi-space using manual training.2785 #+name: manual-phi-space2786 #+attr_latex: [htpb]2787 #+begin_listing clojure2788 #+begin_src clojure2789 (defn init-interactive []2790 (def phi-space2791 (let [experiences (atom [])]2792 (run-world2793 (apply-map2794 worm-world2795 (merge2796 (worm-world-defaults)2797 {:experiences experiences})))2798 @experiences))2799 (def phi-scan (gen-phi-scan phi-space)))2800 #+end_src2801 #+end_listing2803 After about 1 minute of manual training, I was able to achieve 95%2804 accuracy on manual testing of the worm using =init-interactive= and2805 =test-empathy-accuracy=. The majority of errors are near the2806 boundaries of transitioning from one type of action to another.2807 During these transitions the exact label for the action is more open2808 to interpretation, and dissaggrement between empathy and experience2809 is more excusable.2811 ** Digression: bootstrapping touch using free exploration2813 In the previous section I showed how to compute actions in terms of2814 body-centered predicates which relied averate touch activation of2815 pre-defined regions of the worm's skin. What if, instead of recieving2816 touch pre-grouped into the six faces of each worm segment, the true2817 topology of the worm's skin was unknown? This is more similiar to how2818 a nerve fiber bundle might be arranged. While two fibers that are2819 close in a nerve bundle /might/ correspond to two touch sensors that2820 are close together on the skin, the process of taking a complicated2821 surface and forcing it into essentially a circle requires some cuts2822 and rerragenments.2824 In this section I show how to automatically learn the skin-topology of2825 a worm segment by free exploration. As the worm rolls around on the2826 floor, large sections of its surface get activated. If the worm has2827 stopped moving, then whatever region of skin that is touching the2828 floor is probably an important region, and should be recorded.2830 #+caption: Program to detect whether the worm is in a resting state2831 #+caption: with one face touching the floor.2832 #+name: pure-touch2833 #+begin_listing clojure2834 #+begin_src clojure2835 (def full-contact [(float 0.0) (float 0.1)])2837 (defn pure-touch?2838 "This is worm specific code to determine if a large region of touch2839 sensors is either all on or all off."2840 [[coords touch :as touch-data]]2841 (= (set (map first touch)) (set full-contact)))2842 #+end_src2843 #+end_listing2845 After collecting these important regions, there will many nearly2846 similiar touch regions. While for some purposes the subtle2847 differences between these regions will be important, for my2848 purposes I colapse them into mostly non-overlapping sets using2849 =remove-similiar= in listing \ref{remove-similiar}2851 #+caption: Program to take a lits of set of points and ``collapse them''2852 #+caption: so that the remaining sets in the list are siginificantly2853 #+caption: different from each other. Prefer smaller sets to larger ones.2854 #+name: remove-similiar2855 #+begin_listing clojure2856 #+begin_src clojure2857 (defn remove-similar2858 [coll]2859 (loop [result () coll (sort-by (comp - count) coll)]2860 (if (empty? coll) result2861 (let [[x & xs] coll2862 c (count x)]2863 (if (some2864 (fn [other-set]2865 (let [oc (count other-set)]2866 (< (- (count (union other-set x)) c) (* oc 0.1))))2867 xs)2868 (recur result xs)2869 (recur (cons x result) xs))))))2870 #+end_src2871 #+end_listing2873 Actually running this simulation is easy given =CORTEX='s facilities.2875 #+caption: Collect experiences while the worm moves around. Filter the touch2876 #+caption: sensations by stable ones, collapse similiar ones together,2877 #+caption: and report the regions learned.2878 #+name: learn-touch2879 #+begin_listing clojure2880 #+begin_src clojure2881 (defn learn-touch-regions []2882 (let [experiences (atom [])2883 world (apply-map2884 worm-world2885 (assoc (worm-segment-defaults)2886 :experiences experiences))]2887 (run-world world)2888 (->>2889 @experiences2890 (drop 175)2891 ;; access the single segment's touch data2892 (map (comp first :touch))2893 ;; only deal with "pure" touch data to determine surfaces2894 (filter pure-touch?)2895 ;; associate coordinates with touch values2896 (map (partial apply zipmap))2897 ;; select those regions where contact is being made2898 (map (partial group-by second))2899 (map #(get % full-contact))2900 (map (partial map first))2901 ;; remove redundant/subset regions2902 (map set)2903 remove-similar)))2905 (defn learn-and-view-touch-regions []2906 (map view-touch-region2907 (learn-touch-regions)))2908 #+end_src2909 #+end_listing2911 The only thing remining to define is the particular motion the worm2912 must take. I accomplish this with a simple motor control program.2914 #+caption: Motor control program for making the worm roll on the ground.2915 #+caption: This could also be replaced with random motion.2916 #+name: worm-roll2917 #+begin_listing clojure2918 #+begin_src clojure2919 (defn touch-kinesthetics []2920 [[170 :lift-1 40]2921 [190 :lift-1 19]2922 [206 :lift-1 0]2924 [400 :lift-2 40]2925 [410 :lift-2 0]2927 [570 :lift-2 40]2928 [590 :lift-2 21]2929 [606 :lift-2 0]2931 [800 :lift-1 30]2932 [809 :lift-1 0]2934 [900 :roll-2 40]2935 [905 :roll-2 20]2936 [910 :roll-2 0]2938 [1000 :roll-2 40]2939 [1005 :roll-2 20]2940 [1010 :roll-2 0]2942 [1100 :roll-2 40]2943 [1105 :roll-2 20]2944 [1110 :roll-2 0]2945 ])2946 #+end_src2947 #+end_listing2950 #+caption: The small worm rolls around on the floor, driven2951 #+caption: by the motor control program in listing \ref{worm-roll}.2952 #+name: worm-roll2953 #+ATTR_LaTeX: :width 12cm2954 [[./images/worm-roll.png]]2957 #+caption: After completing its adventures, the worm now knows2958 #+caption: how its touch sensors are arranged along its skin. These2959 #+caption: are the regions that were deemed important by2960 #+caption: =learn-touch-regions=. Note that the worm has discovered2961 #+caption: that it has six sides.2962 #+name: worm-touch-map2963 #+ATTR_LaTeX: :width 12cm2964 [[./images/touch-learn.png]]2966 While simple, =learn-touch-regions= exploits regularities in both2967 the worm's physiology and the worm's environment to correctly2968 deduce that the worm has six sides. Note that =learn-touch-regions=2969 would work just as well even if the worm's touch sense data were2970 completely scrambled. The cross shape is just for convienence. This2971 example justifies the use of pre-defined touch regions in =EMPATH=.2973 * COMMENT Contributions2975 In this thesis you have seen the =CORTEX= system, a complete2976 environment for creating simulated creatures. You have seen how to2977 implement five senses including touch, proprioception, hearing,2978 vision, and muscle tension. You have seen how to create new creatues2979 using blender, a 3D modeling tool. I hope that =CORTEX= will be2980 useful in further research projects. To this end I have included the2981 full source to =CORTEX= along with a large suite of tests and2982 examples. I have also created a user guide for =CORTEX= which is2983 inculded in an appendix to this thesis.2985 You have also seen how I used =CORTEX= as a platform to attach the2986 /action recognition/ problem, which is the problem of recognizing2987 actions in video. You saw a simple system called =EMPATH= which2988 ientifies actions by first describing actions in a body-centerd,2989 rich sense language, then infering a full range of sensory2990 experience from limited data using previous experience gained from2991 free play.2993 As a minor digression, you also saw how I used =CORTEX= to enable a2994 tiny worm to discover the topology of its skin simply by rolling on2995 the ground.2997 In conclusion, the main contributions of this thesis are:2999 - =CORTEX=, a system for creating simulated creatures with rich3000 senses.3001 - =EMPATH=, a program for recognizing actions by imagining sensory3002 experience.3004 # An anatomical joke:3005 # - Training3006 # - Skeletal imitation3007 # - Sensory fleshing-out3008 # - Classification