view thesis/cortex.org @ 469:ae10f35022ba

completed first draft of body section.
author Robert McIntyre <rlm@mit.edu>
date Fri, 28 Mar 2014 16:34:35 -0400
parents 258078f78b33
children 3401053124b0
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1 #+title: =CORTEX=
2 #+author: Robert McIntyre
3 #+email: rlm@mit.edu
4 #+description: Using embodied AI to facilitate Artificial Imagination.
5 #+keywords: AI, clojure, embodiment
6 #+LaTeX_CLASS_OPTIONS: [nofloat]
8 * COMMENT templates
9 #+caption:
10 #+caption:
11 #+caption:
12 #+caption:
13 #+name: name
14 #+begin_listing clojure
15 #+begin_src clojure
16 #+end_src
17 #+end_listing
19 #+caption:
20 #+caption:
21 #+caption:
22 #+name: name
23 #+ATTR_LaTeX: :width 10cm
24 [[./images/aurellem-gray.png]]
26 * COMMENT Empathy and Embodiment as problem solving strategies
28 By the end of this thesis, you will have seen a novel approach to
29 interpreting video using embodiment and empathy. You will have also
30 seen one way to efficiently implement empathy for embodied
31 creatures. Finally, you will become familiar with =CORTEX=, a system
32 for designing and simulating creatures with rich senses, which you
33 may choose to use in your own research.
35 This is the core vision of my thesis: That one of the important ways
36 in which we understand others is by imagining ourselves in their
37 position and emphatically feeling experiences relative to our own
38 bodies. By understanding events in terms of our own previous
39 corporeal experience, we greatly constrain the possibilities of what
40 would otherwise be an unwieldy exponential search. This extra
41 constraint can be the difference between easily understanding what
42 is happening in a video and being completely lost in a sea of
43 incomprehensible color and movement.
45 ** Recognizing actions in video is extremely difficult
47 Consider for example the problem of determining what is happening
48 in a video of which this is one frame:
50 #+caption: A cat drinking some water. Identifying this action is
51 #+caption: beyond the state of the art for computers.
52 #+ATTR_LaTeX: :width 7cm
53 [[./images/cat-drinking.jpg]]
55 It is currently impossible for any computer program to reliably
56 label such a video as ``drinking''. And rightly so -- it is a very
57 hard problem! What features can you describe in terms of low level
58 functions of pixels that can even begin to describe at a high level
59 what is happening here?
61 Or suppose that you are building a program that recognizes chairs.
62 How could you ``see'' the chair in figure \ref{hidden-chair}?
64 #+caption: The chair in this image is quite obvious to humans, but I
65 #+caption: doubt that any modern computer vision program can find it.
66 #+name: hidden-chair
67 #+ATTR_LaTeX: :width 10cm
68 [[./images/fat-person-sitting-at-desk.jpg]]
70 Finally, how is it that you can easily tell the difference between
71 how the girls /muscles/ are working in figure \ref{girl}?
73 #+caption: The mysterious ``common sense'' appears here as you are able
74 #+caption: to discern the difference in how the girl's arm muscles
75 #+caption: are activated between the two images.
76 #+name: girl
77 #+ATTR_LaTeX: :width 7cm
78 [[./images/wall-push.png]]
80 Each of these examples tells us something about what might be going
81 on in our minds as we easily solve these recognition problems.
83 The hidden chairs show us that we are strongly triggered by cues
84 relating to the position of human bodies, and that we can determine
85 the overall physical configuration of a human body even if much of
86 that body is occluded.
88 The picture of the girl pushing against the wall tells us that we
89 have common sense knowledge about the kinetics of our own bodies.
90 We know well how our muscles would have to work to maintain us in
91 most positions, and we can easily project this self-knowledge to
92 imagined positions triggered by images of the human body.
94 ** =EMPATH= neatly solves recognition problems
96 I propose a system that can express the types of recognition
97 problems above in a form amenable to computation. It is split into
98 four parts:
100 - Free/Guided Play :: The creature moves around and experiences the
101 world through its unique perspective. Many otherwise
102 complicated actions are easily described in the language of a
103 full suite of body-centered, rich senses. For example,
104 drinking is the feeling of water sliding down your throat, and
105 cooling your insides. It's often accompanied by bringing your
106 hand close to your face, or bringing your face close to water.
107 Sitting down is the feeling of bending your knees, activating
108 your quadriceps, then feeling a surface with your bottom and
109 relaxing your legs. These body-centered action descriptions
110 can be either learned or hard coded.
111 - Posture Imitation :: When trying to interpret a video or image,
112 the creature takes a model of itself and aligns it with
113 whatever it sees. This alignment can even cross species, as
114 when humans try to align themselves with things like ponies,
115 dogs, or other humans with a different body type.
116 - Empathy :: The alignment triggers associations with
117 sensory data from prior experiences. For example, the
118 alignment itself easily maps to proprioceptive data. Any
119 sounds or obvious skin contact in the video can to a lesser
120 extent trigger previous experience. Segments of previous
121 experiences are stitched together to form a coherent and
122 complete sensory portrait of the scene.
123 - Recognition :: With the scene described in terms of first
124 person sensory events, the creature can now run its
125 action-identification programs on this synthesized sensory
126 data, just as it would if it were actually experiencing the
127 scene first-hand. If previous experience has been accurately
128 retrieved, and if it is analogous enough to the scene, then
129 the creature will correctly identify the action in the scene.
131 For example, I think humans are able to label the cat video as
132 ``drinking'' because they imagine /themselves/ as the cat, and
133 imagine putting their face up against a stream of water and
134 sticking out their tongue. In that imagined world, they can feel
135 the cool water hitting their tongue, and feel the water entering
136 their body, and are able to recognize that /feeling/ as drinking.
137 So, the label of the action is not really in the pixels of the
138 image, but is found clearly in a simulation inspired by those
139 pixels. An imaginative system, having been trained on drinking and
140 non-drinking examples and learning that the most important
141 component of drinking is the feeling of water sliding down one's
142 throat, would analyze a video of a cat drinking in the following
143 manner:
145 1. Create a physical model of the video by putting a ``fuzzy''
146 model of its own body in place of the cat. Possibly also create
147 a simulation of the stream of water.
149 2. Play out this simulated scene and generate imagined sensory
150 experience. This will include relevant muscle contractions, a
151 close up view of the stream from the cat's perspective, and most
152 importantly, the imagined feeling of water entering the
153 mouth. The imagined sensory experience can come from a
154 simulation of the event, but can also be pattern-matched from
155 previous, similar embodied experience.
157 3. The action is now easily identified as drinking by the sense of
158 taste alone. The other senses (such as the tongue moving in and
159 out) help to give plausibility to the simulated action. Note that
160 the sense of vision, while critical in creating the simulation,
161 is not critical for identifying the action from the simulation.
163 For the chair examples, the process is even easier:
165 1. Align a model of your body to the person in the image.
167 2. Generate proprioceptive sensory data from this alignment.
169 3. Use the imagined proprioceptive data as a key to lookup related
170 sensory experience associated with that particular proproceptive
171 feeling.
173 4. Retrieve the feeling of your bottom resting on a surface, your
174 knees bent, and your leg muscles relaxed.
176 5. This sensory information is consistent with the =sitting?=
177 sensory predicate, so you (and the entity in the image) must be
178 sitting.
180 6. There must be a chair-like object since you are sitting.
182 Empathy offers yet another alternative to the age-old AI
183 representation question: ``What is a chair?'' --- A chair is the
184 feeling of sitting.
186 My program, =EMPATH= uses this empathic problem solving technique
187 to interpret the actions of a simple, worm-like creature.
189 #+caption: The worm performs many actions during free play such as
190 #+caption: curling, wiggling, and resting.
191 #+name: worm-intro
192 #+ATTR_LaTeX: :width 15cm
193 [[./images/worm-intro-white.png]]
195 #+caption: =EMPATH= recognized and classified each of these
196 #+caption: poses by inferring the complete sensory experience
197 #+caption: from proprioceptive data.
198 #+name: worm-recognition-intro
199 #+ATTR_LaTeX: :width 15cm
200 [[./images/worm-poses.png]]
202 One powerful advantage of empathic problem solving is that it
203 factors the action recognition problem into two easier problems. To
204 use empathy, you need an /aligner/, which takes the video and a
205 model of your body, and aligns the model with the video. Then, you
206 need a /recognizer/, which uses the aligned model to interpret the
207 action. The power in this method lies in the fact that you describe
208 all actions form a body-centered viewpoint. You are less tied to
209 the particulars of any visual representation of the actions. If you
210 teach the system what ``running'' is, and you have a good enough
211 aligner, the system will from then on be able to recognize running
212 from any point of view, even strange points of view like above or
213 underneath the runner. This is in contrast to action recognition
214 schemes that try to identify actions using a non-embodied approach.
215 If these systems learn about running as viewed from the side, they
216 will not automatically be able to recognize running from any other
217 viewpoint.
219 Another powerful advantage is that using the language of multiple
220 body-centered rich senses to describe body-centerd actions offers a
221 massive boost in descriptive capability. Consider how difficult it
222 would be to compose a set of HOG filters to describe the action of
223 a simple worm-creature ``curling'' so that its head touches its
224 tail, and then behold the simplicity of describing thus action in a
225 language designed for the task (listing \ref{grand-circle-intro}):
227 #+caption: Body-centerd actions are best expressed in a body-centered
228 #+caption: language. This code detects when the worm has curled into a
229 #+caption: full circle. Imagine how you would replicate this functionality
230 #+caption: using low-level pixel features such as HOG filters!
231 #+name: grand-circle-intro
232 #+attr_latex: [htpb]
233 #+begin_listing clojure
234 #+begin_src clojure
235 (defn grand-circle?
236 "Does the worm form a majestic circle (one end touching the other)?"
237 [experiences]
238 (and (curled? experiences)
239 (let [worm-touch (:touch (peek experiences))
240 tail-touch (worm-touch 0)
241 head-touch (worm-touch 4)]
242 (and (< 0.2 (contact worm-segment-bottom-tip tail-touch))
243 (< 0.2 (contact worm-segment-top-tip head-touch))))))
244 #+end_src
245 #+end_listing
248 ** =CORTEX= is a toolkit for building sensate creatures
250 I built =CORTEX= to be a general AI research platform for doing
251 experiments involving multiple rich senses and a wide variety and
252 number of creatures. I intend it to be useful as a library for many
253 more projects than just this thesis. =CORTEX= was necessary to meet
254 a need among AI researchers at CSAIL and beyond, which is that
255 people often will invent neat ideas that are best expressed in the
256 language of creatures and senses, but in order to explore those
257 ideas they must first build a platform in which they can create
258 simulated creatures with rich senses! There are many ideas that
259 would be simple to execute (such as =EMPATH=), but attached to them
260 is the multi-month effort to make a good creature simulator. Often,
261 that initial investment of time proves to be too much, and the
262 project must make do with a lesser environment.
264 =CORTEX= is well suited as an environment for embodied AI research
265 for three reasons:
267 - You can create new creatures using Blender, a popular 3D modeling
268 program. Each sense can be specified using special blender nodes
269 with biologically inspired paramaters. You need not write any
270 code to create a creature, and can use a wide library of
271 pre-existing blender models as a base for your own creatures.
273 - =CORTEX= implements a wide variety of senses, including touch,
274 proprioception, vision, hearing, and muscle tension. Complicated
275 senses like touch, and vision involve multiple sensory elements
276 embedded in a 2D surface. You have complete control over the
277 distribution of these sensor elements through the use of simple
278 png image files. In particular, =CORTEX= implements more
279 comprehensive hearing than any other creature simulation system
280 available.
282 - =CORTEX= supports any number of creatures and any number of
283 senses. Time in =CORTEX= dialates so that the simulated creatures
284 always precieve a perfectly smooth flow of time, regardless of
285 the actual computational load.
287 =CORTEX= is built on top of =jMonkeyEngine3=, which is a video game
288 engine designed to create cross-platform 3D desktop games. =CORTEX=
289 is mainly written in clojure, a dialect of =LISP= that runs on the
290 java virtual machine (JVM). The API for creating and simulating
291 creatures and senses is entirely expressed in clojure, though many
292 senses are implemented at the layer of jMonkeyEngine or below. For
293 example, for the sense of hearing I use a layer of clojure code on
294 top of a layer of java JNI bindings that drive a layer of =C++=
295 code which implements a modified version of =OpenAL= to support
296 multiple listeners. =CORTEX= is the only simulation environment
297 that I know of that can support multiple entities that can each
298 hear the world from their own perspective. Other senses also
299 require a small layer of Java code. =CORTEX= also uses =bullet=, a
300 physics simulator written in =C=.
302 #+caption: Here is the worm from above modeled in Blender, a free
303 #+caption: 3D-modeling program. Senses and joints are described
304 #+caption: using special nodes in Blender.
305 #+name: worm-recognition-intro
306 #+ATTR_LaTeX: :width 12cm
307 [[./images/blender-worm.png]]
309 Here are some thing I anticipate that =CORTEX= might be used for:
311 - exploring new ideas about sensory integration
312 - distributed communication among swarm creatures
313 - self-learning using free exploration,
314 - evolutionary algorithms involving creature construction
315 - exploration of exoitic senses and effectors that are not possible
316 in the real world (such as telekenisis or a semantic sense)
317 - imagination using subworlds
319 During one test with =CORTEX=, I created 3,000 creatures each with
320 their own independent senses and ran them all at only 1/80 real
321 time. In another test, I created a detailed model of my own hand,
322 equipped with a realistic distribution of touch (more sensitive at
323 the fingertips), as well as eyes and ears, and it ran at around 1/4
324 real time.
326 #+BEGIN_LaTeX
327 \begin{sidewaysfigure}
328 \includegraphics[width=9.5in]{images/full-hand.png}
329 \caption{
330 I modeled my own right hand in Blender and rigged it with all the
331 senses that {\tt CORTEX} supports. My simulated hand has a
332 biologically inspired distribution of touch sensors. The senses are
333 displayed on the right, and the simulation is displayed on the
334 left. Notice that my hand is curling its fingers, that it can see
335 its own finger from the eye in its palm, and that it can feel its
336 own thumb touching its palm.}
337 \end{sidewaysfigure}
338 #+END_LaTeX
340 ** Contributions
342 - I built =CORTEX=, a comprehensive platform for embodied AI
343 experiments. =CORTEX= supports many features lacking in other
344 systems, such proper simulation of hearing. It is easy to create
345 new =CORTEX= creatures using Blender, a free 3D modeling program.
347 - I built =EMPATH=, which uses =CORTEX= to identify the actions of
348 a worm-like creature using a computational model of empathy.
350 * Building =CORTEX=
352 I intend for =CORTEX= to be used as a general purpose library for
353 building creatures and outfitting them with senses, so that it will
354 be useful for other researchers who want to test out ideas of their
355 own. To this end, wherver I have had to make archetictural choices
356 about =CORTEX=, I have chosen to give as much freedom to the user as
357 possible, so that =CORTEX= may be used for things I have not
358 forseen.
360 ** COMMENT Simulation or Reality?
362 The most important archetictural decision of all is the choice to
363 use a computer-simulated environemnt in the first place! The world
364 is a vast and rich place, and for now simulations are a very poor
365 reflection of its complexity. It may be that there is a significant
366 qualatative difference between dealing with senses in the real
367 world and dealing with pale facilimilies of them in a simulation.
368 What are the advantages and disadvantages of a simulation vs.
369 reality?
371 *** Simulation
373 The advantages of virtual reality are that when everything is a
374 simulation, experiments in that simulation are absolutely
375 reproducible. It's also easier to change the character and world
376 to explore new situations and different sensory combinations.
378 If the world is to be simulated on a computer, then not only do
379 you have to worry about whether the character's senses are rich
380 enough to learn from the world, but whether the world itself is
381 rendered with enough detail and realism to give enough working
382 material to the character's senses. To name just a few
383 difficulties facing modern physics simulators: destructibility of
384 the environment, simulation of water/other fluids, large areas,
385 nonrigid bodies, lots of objects, smoke. I don't know of any
386 computer simulation that would allow a character to take a rock
387 and grind it into fine dust, then use that dust to make a clay
388 sculpture, at least not without spending years calculating the
389 interactions of every single small grain of dust. Maybe a
390 simulated world with today's limitations doesn't provide enough
391 richness for real intelligence to evolve.
393 *** Reality
395 The other approach for playing with senses is to hook your
396 software up to real cameras, microphones, robots, etc., and let it
397 loose in the real world. This has the advantage of eliminating
398 concerns about simulating the world at the expense of increasing
399 the complexity of implementing the senses. Instead of just
400 grabbing the current rendered frame for processing, you have to
401 use an actual camera with real lenses and interact with photons to
402 get an image. It is much harder to change the character, which is
403 now partly a physical robot of some sort, since doing so involves
404 changing things around in the real world instead of modifying
405 lines of code. While the real world is very rich and definitely
406 provides enough stimulation for intelligence to develop as
407 evidenced by our own existence, it is also uncontrollable in the
408 sense that a particular situation cannot be recreated perfectly or
409 saved for later use. It is harder to conduct science because it is
410 harder to repeat an experiment. The worst thing about using the
411 real world instead of a simulation is the matter of time. Instead
412 of simulated time you get the constant and unstoppable flow of
413 real time. This severely limits the sorts of software you can use
414 to program the AI because all sense inputs must be handled in real
415 time. Complicated ideas may have to be implemented in hardware or
416 may simply be impossible given the current speed of our
417 processors. Contrast this with a simulation, in which the flow of
418 time in the simulated world can be slowed down to accommodate the
419 limitations of the character's programming. In terms of cost,
420 doing everything in software is far cheaper than building custom
421 real-time hardware. All you need is a laptop and some patience.
423 ** COMMENT Because of Time, simulation is perferable to reality
425 I envision =CORTEX= being used to support rapid prototyping and
426 iteration of ideas. Even if I could put together a well constructed
427 kit for creating robots, it would still not be enough because of
428 the scourge of real-time processing. Anyone who wants to test their
429 ideas in the real world must always worry about getting their
430 algorithms to run fast enough to process information in real time.
431 The need for real time processing only increases if multiple senses
432 are involved. In the extreme case, even simple algorithms will have
433 to be accelerated by ASIC chips or FPGAs, turning what would
434 otherwise be a few lines of code and a 10x speed penality into a
435 multi-month ordeal. For this reason, =CORTEX= supports
436 /time-dialiation/, which scales back the framerate of the
437 simulation in proportion to the amount of processing each frame.
438 From the perspective of the creatures inside the simulation, time
439 always appears to flow at a constant rate, regardless of how
440 complicated the envorimnent becomes or how many creatures are in
441 the simulation. The cost is that =CORTEX= can sometimes run slower
442 than real time. This can also be an advantage, however ---
443 simulations of very simple creatures in =CORTEX= generally run at
444 40x on my machine!
446 ** COMMENT What is a sense?
448 If =CORTEX= is to support a wide variety of senses, it would help
449 to have a better understanding of what a ``sense'' actually is!
450 While vision, touch, and hearing all seem like they are quite
451 different things, I was supprised to learn during the course of
452 this thesis that they (and all physical senses) can be expressed as
453 exactly the same mathematical object due to a dimensional argument!
455 Human beings are three-dimensional objects, and the nerves that
456 transmit data from our various sense organs to our brain are
457 essentially one-dimensional. This leaves up to two dimensions in
458 which our sensory information may flow. For example, imagine your
459 skin: it is a two-dimensional surface around a three-dimensional
460 object (your body). It has discrete touch sensors embedded at
461 various points, and the density of these sensors corresponds to the
462 sensitivity of that region of skin. Each touch sensor connects to a
463 nerve, all of which eventually are bundled together as they travel
464 up the spinal cord to the brain. Intersect the spinal nerves with a
465 guillotining plane and you will see all of the sensory data of the
466 skin revealed in a roughly circular two-dimensional image which is
467 the cross section of the spinal cord. Points on this image that are
468 close together in this circle represent touch sensors that are
469 /probably/ close together on the skin, although there is of course
470 some cutting and rearrangement that has to be done to transfer the
471 complicated surface of the skin onto a two dimensional image.
473 Most human senses consist of many discrete sensors of various
474 properties distributed along a surface at various densities. For
475 skin, it is Pacinian corpuscles, Meissner's corpuscles, Merkel's
476 disks, and Ruffini's endings, which detect pressure and vibration
477 of various intensities. For ears, it is the stereocilia distributed
478 along the basilar membrane inside the cochlea; each one is
479 sensitive to a slightly different frequency of sound. For eyes, it
480 is rods and cones distributed along the surface of the retina. In
481 each case, we can describe the sense with a surface and a
482 distribution of sensors along that surface.
484 The neat idea is that every human sense can be effectively
485 described in terms of a surface containing embedded sensors. If the
486 sense had any more dimensions, then there wouldn't be enough room
487 in the spinal chord to transmit the information!
489 Therefore, =CORTEX= must support the ability to create objects and
490 then be able to ``paint'' points along their surfaces to describe
491 each sense.
493 Fortunately this idea is already a well known computer graphics
494 technique called called /UV-mapping/. The three-dimensional surface
495 of a model is cut and smooshed until it fits on a two-dimensional
496 image. You paint whatever you want on that image, and when the
497 three-dimensional shape is rendered in a game the smooshing and
498 cutting is reversed and the image appears on the three-dimensional
499 object.
501 To make a sense, interpret the UV-image as describing the
502 distribution of that senses sensors. To get different types of
503 sensors, you can either use a different color for each type of
504 sensor, or use multiple UV-maps, each labeled with that sensor
505 type. I generally use a white pixel to mean the presence of a
506 sensor and a black pixel to mean the absence of a sensor, and use
507 one UV-map for each sensor-type within a given sense.
509 #+CAPTION: The UV-map for an elongated icososphere. The white
510 #+caption: dots each represent a touch sensor. They are dense
511 #+caption: in the regions that describe the tip of the finger,
512 #+caption: and less dense along the dorsal side of the finger
513 #+caption: opposite the tip.
514 #+name: finger-UV
515 #+ATTR_latex: :width 10cm
516 [[./images/finger-UV.png]]
518 #+caption: Ventral side of the UV-mapped finger. Notice the
519 #+caption: density of touch sensors at the tip.
520 #+name: finger-side-view
521 #+ATTR_LaTeX: :width 10cm
522 [[./images/finger-1.png]]
524 ** COMMENT Video game engines are a great starting point
526 I did not need to write my own physics simulation code or shader to
527 build =CORTEX=. Doing so would lead to a system that is impossible
528 for anyone but myself to use anyway. Instead, I use a video game
529 engine as a base and modify it to accomodate the additional needs
530 of =CORTEX=. Video game engines are an ideal starting point to
531 build =CORTEX=, because they are not far from being creature
532 building systems themselves.
534 First off, general purpose video game engines come with a physics
535 engine and lighting / sound system. The physics system provides
536 tools that can be co-opted to serve as touch, proprioception, and
537 muscles. Since some games support split screen views, a good video
538 game engine will allow you to efficiently create multiple cameras
539 in the simulated world that can be used as eyes. Video game systems
540 offer integrated asset management for things like textures and
541 creatures models, providing an avenue for defining creatures. They
542 also understand UV-mapping, since this technique is used to apply a
543 texture to a model. Finally, because video game engines support a
544 large number of users, as long as =CORTEX= doesn't stray too far
545 from the base system, other researchers can turn to this community
546 for help when doing their research.
548 ** COMMENT =CORTEX= is based on jMonkeyEngine3
550 While preparing to build =CORTEX= I studied several video game
551 engines to see which would best serve as a base. The top contenders
552 were:
554 - [[http://www.idsoftware.com][Quake II]]/[[http://www.bytonic.de/html/jake2.html][Jake2]] :: The Quake II engine was designed by ID
555 software in 1997. All the source code was released by ID
556 software into the Public Domain several years ago, and as a
557 result it has been ported to many different languages. This
558 engine was famous for its advanced use of realistic shading
559 and had decent and fast physics simulation. The main advantage
560 of the Quake II engine is its simplicity, but I ultimately
561 rejected it because the engine is too tied to the concept of a
562 first-person shooter game. One of the problems I had was that
563 there does not seem to be any easy way to attach multiple
564 cameras to a single character. There are also several physics
565 clipping issues that are corrected in a way that only applies
566 to the main character and do not apply to arbitrary objects.
568 - [[http://source.valvesoftware.com/][Source Engine]] :: The Source Engine evolved from the Quake II
569 and Quake I engines and is used by Valve in the Half-Life
570 series of games. The physics simulation in the Source Engine
571 is quite accurate and probably the best out of all the engines
572 I investigated. There is also an extensive community actively
573 working with the engine. However, applications that use the
574 Source Engine must be written in C++, the code is not open, it
575 only runs on Windows, and the tools that come with the SDK to
576 handle models and textures are complicated and awkward to use.
578 - [[http://jmonkeyengine.com/][jMonkeyEngine3]] :: jMonkeyEngine3 is a new library for creating
579 games in Java. It uses OpenGL to render to the screen and uses
580 screengraphs to avoid drawing things that do not appear on the
581 screen. It has an active community and several games in the
582 pipeline. The engine was not built to serve any particular
583 game but is instead meant to be used for any 3D game.
585 I chose jMonkeyEngine3 because it because it had the most features
586 out of all the free projects I looked at, and because I could then
587 write my code in clojure, an implementation of =LISP= that runs on
588 the JVM.
590 ** COMMENT =CORTEX= uses Blender to create creature models
592 For the simple worm-like creatures I will use later on in this
593 thesis, I could define a simple API in =CORTEX= that would allow
594 one to create boxes, spheres, etc., and leave that API as the sole
595 way to create creatures. However, for =CORTEX= to truly be useful
596 for other projects, it needs a way to construct complicated
597 creatures. If possible, it would be nice to leverage work that has
598 already been done by the community of 3D modelers, or at least
599 enable people who are talented at moedling but not programming to
600 design =CORTEX= creatures.
602 Therefore, I use Blender, a free 3D modeling program, as the main
603 way to create creatures in =CORTEX=. However, the creatures modeled
604 in Blender must also be simple to simulate in jMonkeyEngine3's game
605 engine, and must also be easy to rig with =CORTEX='s senses. I
606 accomplish this with extensive use of Blender's ``empty nodes.''
608 Empty nodes have no mass, physical presence, or appearance, but
609 they can hold metadata and have names. I use a tree structure of
610 empty nodes to specify senses in the following manner:
612 - Create a single top-level empty node whose name is the name of
613 the sense.
614 - Add empty nodes which each contain meta-data relevant to the
615 sense, including a UV-map describing the number/distribution of
616 sensors if applicable.
617 - Make each empty-node the child of the top-level node.
619 #+caption: An example of annoting a creature model with empty
620 #+caption: nodes to describe the layout of senses. There are
621 #+caption: multiple empty nodes which each describe the position
622 #+caption: of muscles, ears, eyes, or joints.
623 #+name: sense-nodes
624 #+ATTR_LaTeX: :width 10cm
625 [[./images/empty-sense-nodes.png]]
627 ** COMMENT Bodies are composed of segments connected by joints
629 Blender is a general purpose animation tool, which has been used in
630 the past to create high quality movies such as Sintel
631 \cite{sintel}. Though Blender can model and render even complicated
632 things like water, it is crucual to keep models that are meant to
633 be simulated as creatures simple. =Bullet=, which =CORTEX= uses
634 though jMonkeyEngine3, is a rigid-body physics system. This offers
635 a compromise between the expressiveness of a game level and the
636 speed at which it can be simulated, and it means that creatures
637 should be naturally expressed as rigid components held together by
638 joint constraints.
640 But humans are more like a squishy bag with wrapped around some
641 hard bones which define the overall shape. When we move, our skin
642 bends and stretches to accomodate the new positions of our bones.
644 One way to make bodies composed of rigid pieces connected by joints
645 /seem/ more human-like is to use an /armature/, (or /rigging/)
646 system, which defines a overall ``body mesh'' and defines how the
647 mesh deforms as a function of the position of each ``bone'' which
648 is a standard rigid body. This technique is used extensively to
649 model humans and create realistic animations. It is not a good
650 technique for physical simulation, however because it creates a lie
651 -- the skin is not a physical part of the simulation and does not
652 interact with any objects in the world or itself. Objects will pass
653 right though the skin until they come in contact with the
654 underlying bone, which is a physical object. Whithout simulating
655 the skin, the sense of touch has little meaning, and the creature's
656 own vision will lie to it about the true extent of its body.
657 Simulating the skin as a physical object requires some way to
658 continuously update the physical model of the skin along with the
659 movement of the bones, which is unacceptably slow compared to rigid
660 body simulation.
662 Therefore, instead of using the human-like ``deformable bag of
663 bones'' approach, I decided to base my body plans on multiple solid
664 objects that are connected by joints, inspired by the robot =EVE=
665 from the movie WALL-E.
667 #+caption: =EVE= from the movie WALL-E. This body plan turns
668 #+caption: out to be much better suited to my purposes than a more
669 #+caption: human-like one.
670 #+ATTR_LaTeX: :width 10cm
671 [[./images/Eve.jpg]]
673 =EVE='s body is composed of several rigid components that are held
674 together by invisible joint constraints. This is what I mean by
675 ``eve-like''. The main reason that I use eve-style bodies is for
676 efficiency, and so that there will be correspondence between the
677 AI's semses and the physical presence of its body. Each individual
678 section is simulated by a separate rigid body that corresponds
679 exactly with its visual representation and does not change.
680 Sections are connected by invisible joints that are well supported
681 in jMonkeyEngine3. Bullet, the physics backend for jMonkeyEngine3,
682 can efficiently simulate hundreds of rigid bodies connected by
683 joints. Just because sections are rigid does not mean they have to
684 stay as one piece forever; they can be dynamically replaced with
685 multiple sections to simulate splitting in two. This could be used
686 to simulate retractable claws or =EVE='s hands, which are able to
687 coalesce into one object in the movie.
689 *** Solidifying/Connecting a body
691 =CORTEX= creates a creature in two steps: first, it traverses the
692 nodes in the blender file and creates physical representations for
693 any of them that have mass defined in their blender meta-data.
695 #+caption: Program for iterating through the nodes in a blender file
696 #+caption: and generating physical jMonkeyEngine3 objects with mass
697 #+caption: and a matching physics shape.
698 #+name: name
699 #+begin_listing clojure
700 #+begin_src clojure
701 (defn physical!
702 "Iterate through the nodes in creature and make them real physical
703 objects in the simulation."
704 [#^Node creature]
705 (dorun
706 (map
707 (fn [geom]
708 (let [physics-control
709 (RigidBodyControl.
710 (HullCollisionShape.
711 (.getMesh geom))
712 (if-let [mass (meta-data geom "mass")]
713 (float mass) (float 1)))]
714 (.addControl geom physics-control)))
715 (filter #(isa? (class %) Geometry )
716 (node-seq creature)))))
717 #+end_src
718 #+end_listing
720 The next step to making a proper body is to connect those pieces
721 together with joints. jMonkeyEngine has a large array of joints
722 available via =bullet=, such as Point2Point, Cone, Hinge, and a
723 generic Six Degree of Freedom joint, with or without spring
724 restitution.
726 Joints are treated a lot like proper senses, in that there is a
727 top-level empty node named ``joints'' whose children each
728 represent a joint.
730 #+caption: View of the hand model in Blender showing the main ``joints''
731 #+caption: node (highlighted in yellow) and its children which each
732 #+caption: represent a joint in the hand. Each joint node has metadata
733 #+caption: specifying what sort of joint it is.
734 #+name: blender-hand
735 #+ATTR_LaTeX: :width 10cm
736 [[./images/hand-screenshot1.png]]
739 =CORTEX='s procedure for binding the creature together with joints
740 is as follows:
742 - Find the children of the ``joints'' node.
743 - Determine the two spatials the joint is meant to connect.
744 - Create the joint based on the meta-data of the empty node.
746 The higher order function =sense-nodes= from =cortex.sense=
747 simplifies finding the joints based on their parent ``joints''
748 node.
750 #+caption: Retrieving the children empty nodes from a single
751 #+caption: named empty node is a common pattern in =CORTEX=
752 #+caption: further instances of this technique for the senses
753 #+caption: will be omitted
754 #+name: get-empty-nodes
755 #+begin_listing clojure
756 #+begin_src clojure
757 (defn sense-nodes
758 "For some senses there is a special empty blender node whose
759 children are considered markers for an instance of that sense. This
760 function generates functions to find those children, given the name
761 of the special parent node."
762 [parent-name]
763 (fn [#^Node creature]
764 (if-let [sense-node (.getChild creature parent-name)]
765 (seq (.getChildren sense-node)) [])))
767 (def
768 ^{:doc "Return the children of the creature's \"joints\" node."
769 :arglists '([creature])}
770 joints
771 (sense-nodes "joints"))
772 #+end_src
773 #+end_listing
775 To find a joint's targets, =CORTEX= creates a small cube, centered
776 around the empty-node, and grows the cube exponentially until it
777 intersects two physical objects. The objects are ordered according
778 to the joint's rotation, with the first one being the object that
779 has more negative coordinates in the joint's reference frame.
780 Since the objects must be physical, the empty-node itself escapes
781 detection. Because the objects must be physical, =joint-targets=
782 must be called /after/ =physical!= is called.
784 #+caption: Program to find the targets of a joint node by
785 #+caption: exponentiallly growth of a search cube.
786 #+name: joint-targets
787 #+begin_listing clojure
788 #+begin_src clojure
789 (defn joint-targets
790 "Return the two closest two objects to the joint object, ordered
791 from bottom to top according to the joint's rotation."
792 [#^Node parts #^Node joint]
793 (loop [radius (float 0.01)]
794 (let [results (CollisionResults.)]
795 (.collideWith
796 parts
797 (BoundingBox. (.getWorldTranslation joint)
798 radius radius radius) results)
799 (let [targets
800 (distinct
801 (map #(.getGeometry %) results))]
802 (if (>= (count targets) 2)
803 (sort-by
804 #(let [joint-ref-frame-position
805 (jme-to-blender
806 (.mult
807 (.inverse (.getWorldRotation joint))
808 (.subtract (.getWorldTranslation %)
809 (.getWorldTranslation joint))))]
810 (.dot (Vector3f. 1 1 1) joint-ref-frame-position))
811 (take 2 targets))
812 (recur (float (* radius 2))))))))
813 #+end_src
814 #+end_listing
816 Once =CORTEX= finds all joints and targets, it creates them using
817 a dispatch on the metadata of each joint node.
819 #+caption: Program to dispatch on blender metadata and create joints
820 #+caption: sutiable for physical simulation.
821 #+name: joint-dispatch
822 #+begin_listing clojure
823 #+begin_src clojure
824 (defmulti joint-dispatch
825 "Translate blender pseudo-joints into real JME joints."
826 (fn [constraints & _]
827 (:type constraints)))
829 (defmethod joint-dispatch :point
830 [constraints control-a control-b pivot-a pivot-b rotation]
831 (doto (SixDofJoint. control-a control-b pivot-a pivot-b false)
832 (.setLinearLowerLimit Vector3f/ZERO)
833 (.setLinearUpperLimit Vector3f/ZERO)))
835 (defmethod joint-dispatch :hinge
836 [constraints control-a control-b pivot-a pivot-b rotation]
837 (let [axis (if-let [axis (:axis constraints)] axis Vector3f/UNIT_X)
838 [limit-1 limit-2] (:limit constraints)
839 hinge-axis (.mult rotation (blender-to-jme axis))]
840 (doto (HingeJoint. control-a control-b pivot-a pivot-b
841 hinge-axis hinge-axis)
842 (.setLimit limit-1 limit-2))))
844 (defmethod joint-dispatch :cone
845 [constraints control-a control-b pivot-a pivot-b rotation]
846 (let [limit-xz (:limit-xz constraints)
847 limit-xy (:limit-xy constraints)
848 twist (:twist constraints)]
849 (doto (ConeJoint. control-a control-b pivot-a pivot-b
850 rotation rotation)
851 (.setLimit (float limit-xz) (float limit-xy)
852 (float twist)))))
853 #+end_src
854 #+end_listing
856 All that is left for joints it to combine the above pieces into a
857 something that can operate on the collection of nodes that a
858 blender file represents.
860 #+caption: Program to completely create a joint given information
861 #+caption: from a blender file.
862 #+name: connect
863 #+begin_listing clojure
864 #+begin_src clojure
865 (defn connect
866 "Create a joint between 'obj-a and 'obj-b at the location of
867 'joint. The type of joint is determined by the metadata on 'joint.
869 Here are some examples:
870 {:type :point}
871 {:type :hinge :limit [0 (/ Math/PI 2)] :axis (Vector3f. 0 1 0)}
872 (:axis defaults to (Vector3f. 1 0 0) if not provided for hinge joints)
874 {:type :cone :limit-xz 0]
875 :limit-xy 0]
876 :twist 0]} (use XZY rotation mode in blender!)"
877 [#^Node obj-a #^Node obj-b #^Node joint]
878 (let [control-a (.getControl obj-a RigidBodyControl)
879 control-b (.getControl obj-b RigidBodyControl)
880 joint-center (.getWorldTranslation joint)
881 joint-rotation (.toRotationMatrix (.getWorldRotation joint))
882 pivot-a (world-to-local obj-a joint-center)
883 pivot-b (world-to-local obj-b joint-center)]
884 (if-let
885 [constraints (map-vals eval (read-string (meta-data joint "joint")))]
886 ;; A side-effect of creating a joint registers
887 ;; it with both physics objects which in turn
888 ;; will register the joint with the physics system
889 ;; when the simulation is started.
890 (joint-dispatch constraints
891 control-a control-b
892 pivot-a pivot-b
893 joint-rotation))))
894 #+end_src
895 #+end_listing
897 In general, whenever =CORTEX= exposes a sense (or in this case
898 physicality), it provides a function of the type =sense!=, which
899 takes in a collection of nodes and augments it to support that
900 sense. The function returns any controlls necessary to use that
901 sense. In this case =body!= cerates a physical body and returns no
902 control functions.
904 #+caption: Program to give joints to a creature.
905 #+name: name
906 #+begin_listing clojure
907 #+begin_src clojure
908 (defn joints!
909 "Connect the solid parts of the creature with physical joints. The
910 joints are taken from the \"joints\" node in the creature."
911 [#^Node creature]
912 (dorun
913 (map
914 (fn [joint]
915 (let [[obj-a obj-b] (joint-targets creature joint)]
916 (connect obj-a obj-b joint)))
917 (joints creature))))
918 (defn body!
919 "Endow the creature with a physical body connected with joints. The
920 particulars of the joints and the masses of each body part are
921 determined in blender."
922 [#^Node creature]
923 (physical! creature)
924 (joints! creature))
925 #+end_src
926 #+end_listing
928 All of the code you have just seen amounts to only 130 lines, yet
929 because it builds on top of Blender and jMonkeyEngine3, those few
930 lines pack quite a punch!
932 The hand from figure \ref{blender-hand}, which was modeled after
933 my own right hand, can now be given joints and simulated as a
934 creature.
936 #+caption: With the ability to create physical creatures from blender,
937 #+caption: =CORTEX= gets one step closer to becomming a full creature
938 #+caption: simulation environment.
939 #+name: name
940 #+ATTR_LaTeX: :width 15cm
941 [[./images/physical-hand.png]]
943 ** Eyes reuse standard video game components
945 ** Hearing is hard; =CORTEX= does it right
947 ** Touch uses hundreds of hair-like elements
949 ** Proprioception is the sense that makes everything ``real''
951 ** Muscles are both effectors and sensors
953 ** =CORTEX= brings complex creatures to life!
955 ** =CORTEX= enables many possiblities for further research
957 * COMMENT Empathy in a simulated worm
959 Here I develop a computational model of empathy, using =CORTEX= as a
960 base. Empathy in this context is the ability to observe another
961 creature and infer what sorts of sensations that creature is
962 feeling. My empathy algorithm involves multiple phases. First is
963 free-play, where the creature moves around and gains sensory
964 experience. From this experience I construct a representation of the
965 creature's sensory state space, which I call \Phi-space. Using
966 \Phi-space, I construct an efficient function which takes the
967 limited data that comes from observing another creature and enriches
968 it full compliment of imagined sensory data. I can then use the
969 imagined sensory data to recognize what the observed creature is
970 doing and feeling, using straightforward embodied action predicates.
971 This is all demonstrated with using a simple worm-like creature, and
972 recognizing worm-actions based on limited data.
974 #+caption: Here is the worm with which we will be working.
975 #+caption: It is composed of 5 segments. Each segment has a
976 #+caption: pair of extensor and flexor muscles. Each of the
977 #+caption: worm's four joints is a hinge joint which allows
978 #+caption: about 30 degrees of rotation to either side. Each segment
979 #+caption: of the worm is touch-capable and has a uniform
980 #+caption: distribution of touch sensors on each of its faces.
981 #+caption: Each joint has a proprioceptive sense to detect
982 #+caption: relative positions. The worm segments are all the
983 #+caption: same except for the first one, which has a much
984 #+caption: higher weight than the others to allow for easy
985 #+caption: manual motor control.
986 #+name: basic-worm-view
987 #+ATTR_LaTeX: :width 10cm
988 [[./images/basic-worm-view.png]]
990 #+caption: Program for reading a worm from a blender file and
991 #+caption: outfitting it with the senses of proprioception,
992 #+caption: touch, and the ability to move, as specified in the
993 #+caption: blender file.
994 #+name: get-worm
995 #+begin_listing clojure
996 #+begin_src clojure
997 (defn worm []
998 (let [model (load-blender-model "Models/worm/worm.blend")]
999 {:body (doto model (body!))
1000 :touch (touch! model)
1001 :proprioception (proprioception! model)
1002 :muscles (movement! model)}))
1003 #+end_src
1004 #+end_listing
1006 ** Embodiment factors action recognition into managable parts
1008 Using empathy, I divide the problem of action recognition into a
1009 recognition process expressed in the language of a full compliment
1010 of senses, and an imaganitive process that generates full sensory
1011 data from partial sensory data. Splitting the action recognition
1012 problem in this manner greatly reduces the total amount of work to
1013 recognize actions: The imaganitive process is mostly just matching
1014 previous experience, and the recognition process gets to use all
1015 the senses to directly describe any action.
1017 ** Action recognition is easy with a full gamut of senses
1019 Embodied representations using multiple senses such as touch,
1020 proprioception, and muscle tension turns out be be exceedingly
1021 efficient at describing body-centered actions. It is the ``right
1022 language for the job''. For example, it takes only around 5 lines
1023 of LISP code to describe the action of ``curling'' using embodied
1024 primitives. It takes about 10 lines to describe the seemingly
1025 complicated action of wiggling.
1027 The following action predicates each take a stream of sensory
1028 experience, observe however much of it they desire, and decide
1029 whether the worm is doing the action they describe. =curled?=
1030 relies on proprioception, =resting?= relies on touch, =wiggling?=
1031 relies on a fourier analysis of muscle contraction, and
1032 =grand-circle?= relies on touch and reuses =curled?= as a gaurd.
1034 #+caption: Program for detecting whether the worm is curled. This is the
1035 #+caption: simplest action predicate, because it only uses the last frame
1036 #+caption: of sensory experience, and only uses proprioceptive data. Even
1037 #+caption: this simple predicate, however, is automatically frame
1038 #+caption: independent and ignores vermopomorphic differences such as
1039 #+caption: worm textures and colors.
1040 #+name: curled
1041 #+attr_latex: [htpb]
1042 #+begin_listing clojure
1043 #+begin_src clojure
1044 (defn curled?
1045 "Is the worm curled up?"
1046 [experiences]
1047 (every?
1048 (fn [[_ _ bend]]
1049 (> (Math/sin bend) 0.64))
1050 (:proprioception (peek experiences))))
1051 #+end_src
1052 #+end_listing
1054 #+caption: Program for summarizing the touch information in a patch
1055 #+caption: of skin.
1056 #+name: touch-summary
1057 #+attr_latex: [htpb]
1059 #+begin_listing clojure
1060 #+begin_src clojure
1061 (defn contact
1062 "Determine how much contact a particular worm segment has with
1063 other objects. Returns a value between 0 and 1, where 1 is full
1064 contact and 0 is no contact."
1065 [touch-region [coords contact :as touch]]
1066 (-> (zipmap coords contact)
1067 (select-keys touch-region)
1068 (vals)
1069 (#(map first %))
1070 (average)
1071 (* 10)
1072 (- 1)
1073 (Math/abs)))
1074 #+end_src
1075 #+end_listing
1078 #+caption: Program for detecting whether the worm is at rest. This program
1079 #+caption: uses a summary of the tactile information from the underbelly
1080 #+caption: of the worm, and is only true if every segment is touching the
1081 #+caption: floor. Note that this function contains no references to
1082 #+caption: proprioction at all.
1083 #+name: resting
1084 #+attr_latex: [htpb]
1085 #+begin_listing clojure
1086 #+begin_src clojure
1087 (def worm-segment-bottom (rect-region [8 15] [14 22]))
1089 (defn resting?
1090 "Is the worm resting on the ground?"
1091 [experiences]
1092 (every?
1093 (fn [touch-data]
1094 (< 0.9 (contact worm-segment-bottom touch-data)))
1095 (:touch (peek experiences))))
1096 #+end_src
1097 #+end_listing
1099 #+caption: Program for detecting whether the worm is curled up into a
1100 #+caption: full circle. Here the embodied approach begins to shine, as
1101 #+caption: I am able to both use a previous action predicate (=curled?=)
1102 #+caption: as well as the direct tactile experience of the head and tail.
1103 #+name: grand-circle
1104 #+attr_latex: [htpb]
1105 #+begin_listing clojure
1106 #+begin_src clojure
1107 (def worm-segment-bottom-tip (rect-region [15 15] [22 22]))
1109 (def worm-segment-top-tip (rect-region [0 15] [7 22]))
1111 (defn grand-circle?
1112 "Does the worm form a majestic circle (one end touching the other)?"
1113 [experiences]
1114 (and (curled? experiences)
1115 (let [worm-touch (:touch (peek experiences))
1116 tail-touch (worm-touch 0)
1117 head-touch (worm-touch 4)]
1118 (and (< 0.55 (contact worm-segment-bottom-tip tail-touch))
1119 (< 0.55 (contact worm-segment-top-tip head-touch))))))
1120 #+end_src
1121 #+end_listing
1124 #+caption: Program for detecting whether the worm has been wiggling for
1125 #+caption: the last few frames. It uses a fourier analysis of the muscle
1126 #+caption: contractions of the worm's tail to determine wiggling. This is
1127 #+caption: signigicant because there is no particular frame that clearly
1128 #+caption: indicates that the worm is wiggling --- only when multiple frames
1129 #+caption: are analyzed together is the wiggling revealed. Defining
1130 #+caption: wiggling this way also gives the worm an opportunity to learn
1131 #+caption: and recognize ``frustrated wiggling'', where the worm tries to
1132 #+caption: wiggle but can't. Frustrated wiggling is very visually different
1133 #+caption: from actual wiggling, but this definition gives it to us for free.
1134 #+name: wiggling
1135 #+attr_latex: [htpb]
1136 #+begin_listing clojure
1137 #+begin_src clojure
1138 (defn fft [nums]
1139 (map
1140 #(.getReal %)
1141 (.transform
1142 (FastFourierTransformer. DftNormalization/STANDARD)
1143 (double-array nums) TransformType/FORWARD)))
1145 (def indexed (partial map-indexed vector))
1147 (defn max-indexed [s]
1148 (first (sort-by (comp - second) (indexed s))))
1150 (defn wiggling?
1151 "Is the worm wiggling?"
1152 [experiences]
1153 (let [analysis-interval 0x40]
1154 (when (> (count experiences) analysis-interval)
1155 (let [a-flex 3
1156 a-ex 2
1157 muscle-activity
1158 (map :muscle (vector:last-n experiences analysis-interval))
1159 base-activity
1160 (map #(- (% a-flex) (% a-ex)) muscle-activity)]
1161 (= 2
1162 (first
1163 (max-indexed
1164 (map #(Math/abs %)
1165 (take 20 (fft base-activity))))))))))
1166 #+end_src
1167 #+end_listing
1169 With these action predicates, I can now recognize the actions of
1170 the worm while it is moving under my control and I have access to
1171 all the worm's senses.
1173 #+caption: Use the action predicates defined earlier to report on
1174 #+caption: what the worm is doing while in simulation.
1175 #+name: report-worm-activity
1176 #+attr_latex: [htpb]
1177 #+begin_listing clojure
1178 #+begin_src clojure
1179 (defn debug-experience
1180 [experiences text]
1181 (cond
1182 (grand-circle? experiences) (.setText text "Grand Circle")
1183 (curled? experiences) (.setText text "Curled")
1184 (wiggling? experiences) (.setText text "Wiggling")
1185 (resting? experiences) (.setText text "Resting")))
1186 #+end_src
1187 #+end_listing
1189 #+caption: Using =debug-experience=, the body-centered predicates
1190 #+caption: work together to classify the behaviour of the worm.
1191 #+caption: the predicates are operating with access to the worm's
1192 #+caption: full sensory data.
1193 #+name: basic-worm-view
1194 #+ATTR_LaTeX: :width 10cm
1195 [[./images/worm-identify-init.png]]
1197 These action predicates satisfy the recognition requirement of an
1198 empathic recognition system. There is power in the simplicity of
1199 the action predicates. They describe their actions without getting
1200 confused in visual details of the worm. Each one is frame
1201 independent, but more than that, they are each indepent of
1202 irrelevant visual details of the worm and the environment. They
1203 will work regardless of whether the worm is a different color or
1204 hevaily textured, or if the environment has strange lighting.
1206 The trick now is to make the action predicates work even when the
1207 sensory data on which they depend is absent. If I can do that, then
1208 I will have gained much,
1210 ** \Phi-space describes the worm's experiences
1212 As a first step towards building empathy, I need to gather all of
1213 the worm's experiences during free play. I use a simple vector to
1214 store all the experiences.
1216 Each element of the experience vector exists in the vast space of
1217 all possible worm-experiences. Most of this vast space is actually
1218 unreachable due to physical constraints of the worm's body. For
1219 example, the worm's segments are connected by hinge joints that put
1220 a practical limit on the worm's range of motions without limiting
1221 its degrees of freedom. Some groupings of senses are impossible;
1222 the worm can not be bent into a circle so that its ends are
1223 touching and at the same time not also experience the sensation of
1224 touching itself.
1226 As the worm moves around during free play and its experience vector
1227 grows larger, the vector begins to define a subspace which is all
1228 the sensations the worm can practicaly experience during normal
1229 operation. I call this subspace \Phi-space, short for
1230 physical-space. The experience vector defines a path through
1231 \Phi-space. This path has interesting properties that all derive
1232 from physical embodiment. The proprioceptive components are
1233 completely smooth, because in order for the worm to move from one
1234 position to another, it must pass through the intermediate
1235 positions. The path invariably forms loops as actions are repeated.
1236 Finally and most importantly, proprioception actually gives very
1237 strong inference about the other senses. For example, when the worm
1238 is flat, you can infer that it is touching the ground and that its
1239 muscles are not active, because if the muscles were active, the
1240 worm would be moving and would not be perfectly flat. In order to
1241 stay flat, the worm has to be touching the ground, or it would
1242 again be moving out of the flat position due to gravity. If the
1243 worm is positioned in such a way that it interacts with itself,
1244 then it is very likely to be feeling the same tactile feelings as
1245 the last time it was in that position, because it has the same body
1246 as then. If you observe multiple frames of proprioceptive data,
1247 then you can become increasingly confident about the exact
1248 activations of the worm's muscles, because it generally takes a
1249 unique combination of muscle contractions to transform the worm's
1250 body along a specific path through \Phi-space.
1252 There is a simple way of taking \Phi-space and the total ordering
1253 provided by an experience vector and reliably infering the rest of
1254 the senses.
1256 ** Empathy is the process of tracing though \Phi-space
1258 Here is the core of a basic empathy algorithm, starting with an
1259 experience vector:
1261 First, group the experiences into tiered proprioceptive bins. I use
1262 powers of 10 and 3 bins, and the smallest bin has an approximate
1263 size of 0.001 radians in all proprioceptive dimensions.
1265 Then, given a sequence of proprioceptive input, generate a set of
1266 matching experience records for each input, using the tiered
1267 proprioceptive bins.
1269 Finally, to infer sensory data, select the longest consective chain
1270 of experiences. Conecutive experience means that the experiences
1271 appear next to each other in the experience vector.
1273 This algorithm has three advantages:
1275 1. It's simple
1277 3. It's very fast -- retrieving possible interpretations takes
1278 constant time. Tracing through chains of interpretations takes
1279 time proportional to the average number of experiences in a
1280 proprioceptive bin. Redundant experiences in \Phi-space can be
1281 merged to save computation.
1283 2. It protects from wrong interpretations of transient ambiguous
1284 proprioceptive data. For example, if the worm is flat for just
1285 an instant, this flattness will not be interpreted as implying
1286 that the worm has its muscles relaxed, since the flattness is
1287 part of a longer chain which includes a distinct pattern of
1288 muscle activation. Markov chains or other memoryless statistical
1289 models that operate on individual frames may very well make this
1290 mistake.
1292 #+caption: Program to convert an experience vector into a
1293 #+caption: proprioceptively binned lookup function.
1294 #+name: bin
1295 #+attr_latex: [htpb]
1296 #+begin_listing clojure
1297 #+begin_src clojure
1298 (defn bin [digits]
1299 (fn [angles]
1300 (->> angles
1301 (flatten)
1302 (map (juxt #(Math/sin %) #(Math/cos %)))
1303 (flatten)
1304 (mapv #(Math/round (* % (Math/pow 10 (dec digits))))))))
1306 (defn gen-phi-scan
1307 "Nearest-neighbors with binning. Only returns a result if
1308 the propriceptive data is within 10% of a previously recorded
1309 result in all dimensions."
1310 [phi-space]
1311 (let [bin-keys (map bin [3 2 1])
1312 bin-maps
1313 (map (fn [bin-key]
1314 (group-by
1315 (comp bin-key :proprioception phi-space)
1316 (range (count phi-space)))) bin-keys)
1317 lookups (map (fn [bin-key bin-map]
1318 (fn [proprio] (bin-map (bin-key proprio))))
1319 bin-keys bin-maps)]
1320 (fn lookup [proprio-data]
1321 (set (some #(% proprio-data) lookups)))))
1322 #+end_src
1323 #+end_listing
1325 #+caption: =longest-thread= finds the longest path of consecutive
1326 #+caption: experiences to explain proprioceptive worm data.
1327 #+name: phi-space-history-scan
1328 #+ATTR_LaTeX: :width 10cm
1329 [[./images/aurellem-gray.png]]
1331 =longest-thread= infers sensory data by stitching together pieces
1332 from previous experience. It prefers longer chains of previous
1333 experience to shorter ones. For example, during training the worm
1334 might rest on the ground for one second before it performs its
1335 excercises. If during recognition the worm rests on the ground for
1336 five seconds, =longest-thread= will accomodate this five second
1337 rest period by looping the one second rest chain five times.
1339 =longest-thread= takes time proportinal to the average number of
1340 entries in a proprioceptive bin, because for each element in the
1341 starting bin it performes a series of set lookups in the preceeding
1342 bins. If the total history is limited, then this is only a constant
1343 multiple times the number of entries in the starting bin. This
1344 analysis also applies even if the action requires multiple longest
1345 chains -- it's still the average number of entries in a
1346 proprioceptive bin times the desired chain length. Because
1347 =longest-thread= is so efficient and simple, I can interpret
1348 worm-actions in real time.
1350 #+caption: Program to calculate empathy by tracing though \Phi-space
1351 #+caption: and finding the longest (ie. most coherent) interpretation
1352 #+caption: of the data.
1353 #+name: longest-thread
1354 #+attr_latex: [htpb]
1355 #+begin_listing clojure
1356 #+begin_src clojure
1357 (defn longest-thread
1358 "Find the longest thread from phi-index-sets. The index sets should
1359 be ordered from most recent to least recent."
1360 [phi-index-sets]
1361 (loop [result '()
1362 [thread-bases & remaining :as phi-index-sets] phi-index-sets]
1363 (if (empty? phi-index-sets)
1364 (vec result)
1365 (let [threads
1366 (for [thread-base thread-bases]
1367 (loop [thread (list thread-base)
1368 remaining remaining]
1369 (let [next-index (dec (first thread))]
1370 (cond (empty? remaining) thread
1371 (contains? (first remaining) next-index)
1372 (recur
1373 (cons next-index thread) (rest remaining))
1374 :else thread))))
1375 longest-thread
1376 (reduce (fn [thread-a thread-b]
1377 (if (> (count thread-a) (count thread-b))
1378 thread-a thread-b))
1379 '(nil)
1380 threads)]
1381 (recur (concat longest-thread result)
1382 (drop (count longest-thread) phi-index-sets))))))
1383 #+end_src
1384 #+end_listing
1386 There is one final piece, which is to replace missing sensory data
1387 with a best-guess estimate. While I could fill in missing data by
1388 using a gradient over the closest known sensory data points,
1389 averages can be misleading. It is certainly possible to create an
1390 impossible sensory state by averaging two possible sensory states.
1391 Therefore, I simply replicate the most recent sensory experience to
1392 fill in the gaps.
1394 #+caption: Fill in blanks in sensory experience by replicating the most
1395 #+caption: recent experience.
1396 #+name: infer-nils
1397 #+attr_latex: [htpb]
1398 #+begin_listing clojure
1399 #+begin_src clojure
1400 (defn infer-nils
1401 "Replace nils with the next available non-nil element in the
1402 sequence, or barring that, 0."
1403 [s]
1404 (loop [i (dec (count s))
1405 v (transient s)]
1406 (if (zero? i) (persistent! v)
1407 (if-let [cur (v i)]
1408 (if (get v (dec i) 0)
1409 (recur (dec i) v)
1410 (recur (dec i) (assoc! v (dec i) cur)))
1411 (recur i (assoc! v i 0))))))
1412 #+end_src
1413 #+end_listing
1415 ** Efficient action recognition with =EMPATH=
1417 To use =EMPATH= with the worm, I first need to gather a set of
1418 experiences from the worm that includes the actions I want to
1419 recognize. The =generate-phi-space= program (listing
1420 \ref{generate-phi-space} runs the worm through a series of
1421 exercices and gatheres those experiences into a vector. The
1422 =do-all-the-things= program is a routine expressed in a simple
1423 muscle contraction script language for automated worm control. It
1424 causes the worm to rest, curl, and wiggle over about 700 frames
1425 (approx. 11 seconds).
1427 #+caption: Program to gather the worm's experiences into a vector for
1428 #+caption: further processing. The =motor-control-program= line uses
1429 #+caption: a motor control script that causes the worm to execute a series
1430 #+caption: of ``exercices'' that include all the action predicates.
1431 #+name: generate-phi-space
1432 #+attr_latex: [htpb]
1433 #+begin_listing clojure
1434 #+begin_src clojure
1435 (def do-all-the-things
1436 (concat
1437 curl-script
1438 [[300 :d-ex 40]
1439 [320 :d-ex 0]]
1440 (shift-script 280 (take 16 wiggle-script))))
1442 (defn generate-phi-space []
1443 (let [experiences (atom [])]
1444 (run-world
1445 (apply-map
1446 worm-world
1447 (merge
1448 (worm-world-defaults)
1449 {:end-frame 700
1450 :motor-control
1451 (motor-control-program worm-muscle-labels do-all-the-things)
1452 :experiences experiences})))
1453 @experiences))
1454 #+end_src
1455 #+end_listing
1457 #+caption: Use longest thread and a phi-space generated from a short
1458 #+caption: exercise routine to interpret actions during free play.
1459 #+name: empathy-debug
1460 #+attr_latex: [htpb]
1461 #+begin_listing clojure
1462 #+begin_src clojure
1463 (defn init []
1464 (def phi-space (generate-phi-space))
1465 (def phi-scan (gen-phi-scan phi-space)))
1467 (defn empathy-demonstration []
1468 (let [proprio (atom ())]
1469 (fn
1470 [experiences text]
1471 (let [phi-indices (phi-scan (:proprioception (peek experiences)))]
1472 (swap! proprio (partial cons phi-indices))
1473 (let [exp-thread (longest-thread (take 300 @proprio))
1474 empathy (mapv phi-space (infer-nils exp-thread))]
1475 (println-repl (vector:last-n exp-thread 22))
1476 (cond
1477 (grand-circle? empathy) (.setText text "Grand Circle")
1478 (curled? empathy) (.setText text "Curled")
1479 (wiggling? empathy) (.setText text "Wiggling")
1480 (resting? empathy) (.setText text "Resting")
1481 :else (.setText text "Unknown")))))))
1483 (defn empathy-experiment [record]
1484 (.start (worm-world :experience-watch (debug-experience-phi)
1485 :record record :worm worm*)))
1486 #+end_src
1487 #+end_listing
1489 The result of running =empathy-experiment= is that the system is
1490 generally able to interpret worm actions using the action-predicates
1491 on simulated sensory data just as well as with actual data. Figure
1492 \ref{empathy-debug-image} was generated using =empathy-experiment=:
1494 #+caption: From only proprioceptive data, =EMPATH= was able to infer
1495 #+caption: the complete sensory experience and classify four poses
1496 #+caption: (The last panel shows a composite image of \emph{wriggling},
1497 #+caption: a dynamic pose.)
1498 #+name: empathy-debug-image
1499 #+ATTR_LaTeX: :width 10cm :placement [H]
1500 [[./images/empathy-1.png]]
1502 One way to measure the performance of =EMPATH= is to compare the
1503 sutiability of the imagined sense experience to trigger the same
1504 action predicates as the real sensory experience.
1506 #+caption: Determine how closely empathy approximates actual
1507 #+caption: sensory data.
1508 #+name: test-empathy-accuracy
1509 #+attr_latex: [htpb]
1510 #+begin_listing clojure
1511 #+begin_src clojure
1512 (def worm-action-label
1513 (juxt grand-circle? curled? wiggling?))
1515 (defn compare-empathy-with-baseline [matches]
1516 (let [proprio (atom ())]
1517 (fn
1518 [experiences text]
1519 (let [phi-indices (phi-scan (:proprioception (peek experiences)))]
1520 (swap! proprio (partial cons phi-indices))
1521 (let [exp-thread (longest-thread (take 300 @proprio))
1522 empathy (mapv phi-space (infer-nils exp-thread))
1523 experience-matches-empathy
1524 (= (worm-action-label experiences)
1525 (worm-action-label empathy))]
1526 (println-repl experience-matches-empathy)
1527 (swap! matches #(conj % experience-matches-empathy)))))))
1529 (defn accuracy [v]
1530 (float (/ (count (filter true? v)) (count v))))
1532 (defn test-empathy-accuracy []
1533 (let [res (atom [])]
1534 (run-world
1535 (worm-world :experience-watch
1536 (compare-empathy-with-baseline res)
1537 :worm worm*))
1538 (accuracy @res)))
1539 #+end_src
1540 #+end_listing
1542 Running =test-empathy-accuracy= using the very short exercise
1543 program defined in listing \ref{generate-phi-space}, and then doing
1544 a similar pattern of activity manually yeilds an accuracy of around
1545 73%. This is based on very limited worm experience. By training the
1546 worm for longer, the accuracy dramatically improves.
1548 #+caption: Program to generate \Phi-space using manual training.
1549 #+name: manual-phi-space
1550 #+attr_latex: [htpb]
1551 #+begin_listing clojure
1552 #+begin_src clojure
1553 (defn init-interactive []
1554 (def phi-space
1555 (let [experiences (atom [])]
1556 (run-world
1557 (apply-map
1558 worm-world
1559 (merge
1560 (worm-world-defaults)
1561 {:experiences experiences})))
1562 @experiences))
1563 (def phi-scan (gen-phi-scan phi-space)))
1564 #+end_src
1565 #+end_listing
1567 After about 1 minute of manual training, I was able to achieve 95%
1568 accuracy on manual testing of the worm using =init-interactive= and
1569 =test-empathy-accuracy=. The majority of errors are near the
1570 boundaries of transitioning from one type of action to another.
1571 During these transitions the exact label for the action is more open
1572 to interpretation, and dissaggrement between empathy and experience
1573 is more excusable.
1575 ** Digression: bootstrapping touch using free exploration
1577 In the previous section I showed how to compute actions in terms of
1578 body-centered predicates which relied averate touch activation of
1579 pre-defined regions of the worm's skin. What if, instead of recieving
1580 touch pre-grouped into the six faces of each worm segment, the true
1581 topology of the worm's skin was unknown? This is more similiar to how
1582 a nerve fiber bundle might be arranged. While two fibers that are
1583 close in a nerve bundle /might/ correspond to two touch sensors that
1584 are close together on the skin, the process of taking a complicated
1585 surface and forcing it into essentially a circle requires some cuts
1586 and rerragenments.
1588 In this section I show how to automatically learn the skin-topology of
1589 a worm segment by free exploration. As the worm rolls around on the
1590 floor, large sections of its surface get activated. If the worm has
1591 stopped moving, then whatever region of skin that is touching the
1592 floor is probably an important region, and should be recorded.
1594 #+caption: Program to detect whether the worm is in a resting state
1595 #+caption: with one face touching the floor.
1596 #+name: pure-touch
1597 #+begin_listing clojure
1598 #+begin_src clojure
1599 (def full-contact [(float 0.0) (float 0.1)])
1601 (defn pure-touch?
1602 "This is worm specific code to determine if a large region of touch
1603 sensors is either all on or all off."
1604 [[coords touch :as touch-data]]
1605 (= (set (map first touch)) (set full-contact)))
1606 #+end_src
1607 #+end_listing
1609 After collecting these important regions, there will many nearly
1610 similiar touch regions. While for some purposes the subtle
1611 differences between these regions will be important, for my
1612 purposes I colapse them into mostly non-overlapping sets using
1613 =remove-similiar= in listing \ref{remove-similiar}
1615 #+caption: Program to take a lits of set of points and ``collapse them''
1616 #+caption: so that the remaining sets in the list are siginificantly
1617 #+caption: different from each other. Prefer smaller sets to larger ones.
1618 #+name: remove-similiar
1619 #+begin_listing clojure
1620 #+begin_src clojure
1621 (defn remove-similar
1622 [coll]
1623 (loop [result () coll (sort-by (comp - count) coll)]
1624 (if (empty? coll) result
1625 (let [[x & xs] coll
1626 c (count x)]
1627 (if (some
1628 (fn [other-set]
1629 (let [oc (count other-set)]
1630 (< (- (count (union other-set x)) c) (* oc 0.1))))
1631 xs)
1632 (recur result xs)
1633 (recur (cons x result) xs))))))
1634 #+end_src
1635 #+end_listing
1637 Actually running this simulation is easy given =CORTEX='s facilities.
1639 #+caption: Collect experiences while the worm moves around. Filter the touch
1640 #+caption: sensations by stable ones, collapse similiar ones together,
1641 #+caption: and report the regions learned.
1642 #+name: learn-touch
1643 #+begin_listing clojure
1644 #+begin_src clojure
1645 (defn learn-touch-regions []
1646 (let [experiences (atom [])
1647 world (apply-map
1648 worm-world
1649 (assoc (worm-segment-defaults)
1650 :experiences experiences))]
1651 (run-world world)
1652 (->>
1653 @experiences
1654 (drop 175)
1655 ;; access the single segment's touch data
1656 (map (comp first :touch))
1657 ;; only deal with "pure" touch data to determine surfaces
1658 (filter pure-touch?)
1659 ;; associate coordinates with touch values
1660 (map (partial apply zipmap))
1661 ;; select those regions where contact is being made
1662 (map (partial group-by second))
1663 (map #(get % full-contact))
1664 (map (partial map first))
1665 ;; remove redundant/subset regions
1666 (map set)
1667 remove-similar)))
1669 (defn learn-and-view-touch-regions []
1670 (map view-touch-region
1671 (learn-touch-regions)))
1672 #+end_src
1673 #+end_listing
1675 The only thing remining to define is the particular motion the worm
1676 must take. I accomplish this with a simple motor control program.
1678 #+caption: Motor control program for making the worm roll on the ground.
1679 #+caption: This could also be replaced with random motion.
1680 #+name: worm-roll
1681 #+begin_listing clojure
1682 #+begin_src clojure
1683 (defn touch-kinesthetics []
1684 [[170 :lift-1 40]
1685 [190 :lift-1 19]
1686 [206 :lift-1 0]
1688 [400 :lift-2 40]
1689 [410 :lift-2 0]
1691 [570 :lift-2 40]
1692 [590 :lift-2 21]
1693 [606 :lift-2 0]
1695 [800 :lift-1 30]
1696 [809 :lift-1 0]
1698 [900 :roll-2 40]
1699 [905 :roll-2 20]
1700 [910 :roll-2 0]
1702 [1000 :roll-2 40]
1703 [1005 :roll-2 20]
1704 [1010 :roll-2 0]
1706 [1100 :roll-2 40]
1707 [1105 :roll-2 20]
1708 [1110 :roll-2 0]
1709 ])
1710 #+end_src
1711 #+end_listing
1714 #+caption: The small worm rolls around on the floor, driven
1715 #+caption: by the motor control program in listing \ref{worm-roll}.
1716 #+name: worm-roll
1717 #+ATTR_LaTeX: :width 12cm
1718 [[./images/worm-roll.png]]
1721 #+caption: After completing its adventures, the worm now knows
1722 #+caption: how its touch sensors are arranged along its skin. These
1723 #+caption: are the regions that were deemed important by
1724 #+caption: =learn-touch-regions=. Note that the worm has discovered
1725 #+caption: that it has six sides.
1726 #+name: worm-touch-map
1727 #+ATTR_LaTeX: :width 12cm
1728 [[./images/touch-learn.png]]
1730 While simple, =learn-touch-regions= exploits regularities in both
1731 the worm's physiology and the worm's environment to correctly
1732 deduce that the worm has six sides. Note that =learn-touch-regions=
1733 would work just as well even if the worm's touch sense data were
1734 completely scrambled. The cross shape is just for convienence. This
1735 example justifies the use of pre-defined touch regions in =EMPATH=.
1737 * COMMENT Contributions
1739 In this thesis you have seen the =CORTEX= system, a complete
1740 environment for creating simulated creatures. You have seen how to
1741 implement five senses including touch, proprioception, hearing,
1742 vision, and muscle tension. You have seen how to create new creatues
1743 using blender, a 3D modeling tool. I hope that =CORTEX= will be
1744 useful in further research projects. To this end I have included the
1745 full source to =CORTEX= along with a large suite of tests and
1746 examples. I have also created a user guide for =CORTEX= which is
1747 inculded in an appendix to this thesis.
1749 You have also seen how I used =CORTEX= as a platform to attach the
1750 /action recognition/ problem, which is the problem of recognizing
1751 actions in video. You saw a simple system called =EMPATH= which
1752 ientifies actions by first describing actions in a body-centerd,
1753 rich sense language, then infering a full range of sensory
1754 experience from limited data using previous experience gained from
1755 free play.
1757 As a minor digression, you also saw how I used =CORTEX= to enable a
1758 tiny worm to discover the topology of its skin simply by rolling on
1759 the ground.
1761 In conclusion, the main contributions of this thesis are:
1763 - =CORTEX=, a system for creating simulated creatures with rich
1764 senses.
1765 - =EMPATH=, a program for recognizing actions by imagining sensory
1766 experience.
1768 # An anatomical joke:
1769 # - Training
1770 # - Skeletal imitation
1771 # - Sensory fleshing-out
1772 # - Classification