Mercurial > cortex
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author | Robert McIntyre <rlm@mit.edu> |
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date | Fri, 02 May 2014 03:39:19 -0400 |
parents | c14545acdfba |
children | d304b2ea7c58 |
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1 #+title: =CORTEX=2 #+author: Robert McIntyre3 #+email: rlm@mit.edu4 #+description: Using embodied AI to facilitate Artificial Imagination.5 #+keywords: AI, clojure, embodiment6 #+LaTeX_CLASS_OPTIONS: [nofloat]8 * COMMENT templates9 #+caption:10 #+caption:11 #+caption:12 #+caption:13 #+name: name14 #+begin_listing clojure15 #+BEGIN_SRC clojure16 #+END_SRC17 #+end_listing19 #+caption:20 #+caption:21 #+caption:22 #+name: name23 #+ATTR_LaTeX: :width 10cm24 [[./images/aurellem-gray.png]]26 #+caption:27 #+caption:28 #+caption:29 #+caption:30 #+name: name31 #+begin_listing clojure32 #+BEGIN_SRC clojure33 #+END_SRC34 #+end_listing36 #+caption:37 #+caption:38 #+caption:39 #+name: name40 #+ATTR_LaTeX: :width 10cm41 [[./images/aurellem-gray.png]]44 * Empathy \& Embodiment: problem solving strategies46 By the end of this thesis, you will have a novel approach to47 representing an recognizing physical actions using embodiment and48 empathy. You will also see one way to efficiently implement physical49 empathy for embodied creatures. Finally, you will become familiar50 with =CORTEX=, a system for designing and simulating creatures with51 rich senses, which I have designed as a library that you can use in52 your own research. Note that I /do not/ process video directly --- I53 start with knowledge of the positions of a creature's body parts and54 works from there.56 This is the core vision of my thesis: That one of the important ways57 in which we understand others is by imagining ourselves in their58 position and emphatically feeling experiences relative to our own59 bodies. By understanding events in terms of our own previous60 corporeal experience, we greatly constrain the possibilities of what61 would otherwise be an unwieldy exponential search. This extra62 constraint can be the difference between easily understanding what63 is happening in a video and being completely lost in a sea of64 incomprehensible color and movement.66 ** The problem: recognizing actions is hard!68 Examine the following image. What is happening? As you, and indeed69 very young children, can easily determine, this is an image of70 drinking.72 #+caption: A cat drinking some water. Identifying this action is73 #+caption: beyond the capabilities of existing computer vision systems.74 #+ATTR_LaTeX: :width 7cm75 [[./images/cat-drinking.jpg]]77 Nevertheless, it is beyond the state of the art for a computer78 vision program to describe what's happening in this image. Part of79 the problem is that many computer vision systems focus on80 pixel-level details or comparisons to example images (such as81 \cite{volume-action-recognition}), but the 3D world is so variable82 that it is hard to describe the world in terms of possible images.84 In fact, the contents of a scene may have much less to do with85 pixel probabilities than with recognizing various affordances:86 things you can move, objects you can grasp, spaces that can be87 filled . For example, what processes might enable you to see the88 chair in figure \ref{hidden-chair}?90 #+caption: The chair in this image is quite obvious to humans, but91 #+caption: it can't be found by any modern computer vision program.92 #+name: hidden-chair93 #+ATTR_LaTeX: :width 10cm94 [[./images/fat-person-sitting-at-desk.jpg]]96 Finally, how is it that you can easily tell the difference between97 how the girls /muscles/ are working in figure \ref{girl}?99 #+caption: The mysterious ``common sense'' appears here as you are able100 #+caption: to discern the difference in how the girl's arm muscles101 #+caption: are activated between the two images.102 #+name: girl103 #+ATTR_LaTeX: :width 7cm104 [[./images/wall-push.png]]106 Each of these examples tells us something about what might be going107 on in our minds as we easily solve these recognition problems:109 - The hidden chair shows us that we are strongly triggered by cues110 relating to the position of human bodies, and that we can111 determine the overall physical configuration of a human body even112 if much of that body is occluded.114 - The picture of the girl pushing against the wall tells us that we115 have common sense knowledge about the kinetics of our own bodies.116 We know well how our muscles would have to work to maintain us in117 most positions, and we can easily project this self-knowledge to118 imagined positions triggered by images of the human body.120 - The cat tells us that imagination of some kind plays an important121 role in understanding actions. The question is: Can we be more122 precise about what sort of imagination is required to understand123 these actions?125 ** A step forward: the sensorimotor-centered approach127 In this thesis, I explore the idea that our knowledge of our own128 bodies, combined with our own rich senses, enables us to recognize129 the actions of others.131 For example, I think humans are able to label the cat video as132 ``drinking'' because they imagine /themselves/ as the cat, and133 imagine putting their face up against a stream of water and134 sticking out their tongue. In that imagined world, they can feel135 the cool water hitting their tongue, and feel the water entering136 their body, and are able to recognize that /feeling/ as drinking.137 So, the label of the action is not really in the pixels of the138 image, but is found clearly in a simulation / recollection inspired139 by those pixels. An imaginative system, having been trained on140 drinking and non-drinking examples and learning that the most141 important component of drinking is the feeling of water sliding142 down one's throat, would analyze a video of a cat drinking in the143 following manner:145 1. Create a physical model of the video by putting a ``fuzzy''146 model of its own body in place of the cat. Possibly also create147 a simulation of the stream of water.149 2. ``Play out'' this simulated scene and generate imagined sensory150 experience. This will include relevant muscle contractions, a151 close up view of the stream from the cat's perspective, and most152 importantly, the imagined feeling of water entering the mouth.153 The imagined sensory experience can come from a simulation of154 the event, but can also be pattern-matched from previous,155 similar embodied experience.157 3. The action is now easily identified as drinking by the sense of158 taste alone. The other senses (such as the tongue moving in and159 out) help to give plausibility to the simulated action. Note that160 the sense of vision, while critical in creating the simulation,161 is not critical for identifying the action from the simulation.163 For the chair examples, the process is even easier:165 1. Align a model of your body to the person in the image.167 2. Generate proprioceptive sensory data from this alignment.169 3. Use the imagined proprioceptive data as a key to lookup related170 sensory experience associated with that particular proprioceptive171 feeling.173 4. Retrieve the feeling of your bottom resting on a surface, your174 knees bent, and your leg muscles relaxed.176 5. This sensory information is consistent with your =sitting?=177 sensory predicate, so you (and the entity in the image) must be178 sitting.180 6. There must be a chair-like object since you are sitting.182 Empathy offers yet another alternative to the age-old AI183 representation question: ``What is a chair?'' --- A chair is the184 feeling of sitting!186 One powerful advantage of empathic problem solving is that it187 factors the action recognition problem into two easier problems. To188 use empathy, you need an /aligner/, which takes the video and a189 model of your body, and aligns the model with the video. Then, you190 need a /recognizer/, which uses the aligned model to interpret the191 action. The power in this method lies in the fact that you describe192 all actions from a body-centered viewpoint. You are less tied to193 the particulars of any visual representation of the actions. If you194 teach the system what ``running'' is, and you have a good enough195 aligner, the system will from then on be able to recognize running196 from any point of view -- even strange points of view like above or197 underneath the runner. This is in contrast to action recognition198 schemes that try to identify actions using a non-embodied approach.199 If these systems learn about running as viewed from the side, they200 will not automatically be able to recognize running from any other201 viewpoint.203 Another powerful advantage is that using the language of multiple204 body-centered rich senses to describe body-centered actions offers205 a massive boost in descriptive capability. Consider how difficult206 it would be to compose a set of HOG (Histogram of Oriented207 Gradients) filters to describe the action of a simple worm-creature208 ``curling'' so that its head touches its tail, and then behold the209 simplicity of describing thus action in a language designed for the210 task (listing \ref{grand-circle-intro}):212 #+caption: Body-centered actions are best expressed in a body-centered213 #+caption: language. This code detects when the worm has curled into a214 #+caption: full circle. Imagine how you would replicate this functionality215 #+caption: using low-level pixel features such as HOG filters!216 #+name: grand-circle-intro217 #+begin_listing clojure218 #+begin_src clojure219 (defn grand-circle?220 "Does the worm form a majestic circle (one end touching the other)?"221 [experiences]222 (and (curled? experiences)223 (let [worm-touch (:touch (peek experiences))224 tail-touch (worm-touch 0)225 head-touch (worm-touch 4)]226 (and (< 0.2 (contact worm-segment-bottom-tip tail-touch))227 (< 0.2 (contact worm-segment-top-tip head-touch))))))228 #+end_src229 #+end_listing231 ** =EMPATH= recognizes actions using empathy233 Exploring these ideas further demands a concrete implementation, so234 first, I built a system for constructing virtual creatures with235 physiologically plausible sensorimotor systems and detailed236 environments. The result is =CORTEX=, which is described in section237 \ref{sec-2}.239 Next, I wrote routines which enabled a simple worm-like creature to240 infer the actions of a second worm-like creature, using only its241 own prior sensorimotor experiences and knowledge of the second242 worm's joint positions. This program, =EMPATH=, is described in243 section \ref{sec-3}. It's main components are:245 - Embodied Action Definitions :: Many otherwise complicated actions246 are easily described in the language of a full suite of247 body-centered, rich senses and experiences. For example,248 drinking is the feeling of water sliding down your throat, and249 cooling your insides. It's often accompanied by bringing your250 hand close to your face, or bringing your face close to water.251 Sitting down is the feeling of bending your knees, activating252 your quadriceps, then feeling a surface with your bottom and253 relaxing your legs. These body-centered action descriptions254 can be either learned or hard coded.256 - Guided Play :: The creature moves around and experiences the257 world through its unique perspective. As the creature moves,258 it gathers experiences that satisfy the embodied action259 definitions.261 - Posture imitation :: When trying to interpret a video or image,262 the creature takes a model of itself and aligns it with263 whatever it sees. This alignment might even cross species, as264 when humans try to align themselves with things like ponies,265 dogs, or other humans with a different body type.267 - Empathy :: The alignment triggers associations with268 sensory data from prior experiences. For example, the269 alignment itself easily maps to proprioceptive data. Any270 sounds or obvious skin contact in the video can to a lesser271 extent trigger previous experience keyed to hearing or touch.272 Segments of previous experiences gained from play are stitched273 together to form a coherent and complete sensory portrait of274 the scene.276 - Recognition :: With the scene described in terms of remembered277 first person sensory events, the creature can now run its278 action-definition programs (such as the one in listing279 \ref{grand-circle-intro}) on this synthesized sensory data,280 just as it would if it were actually experiencing the scene281 first-hand. If previous experience has been accurately282 retrieved, and if it is analogous enough to the scene, then283 the creature will correctly identify the action in the scene.285 My program, =EMPATH= uses this empathic problem solving technique286 to interpret the actions of a simple, worm-like creature.288 #+caption: The worm performs many actions during free play such as289 #+caption: curling, wiggling, and resting.290 #+name: worm-intro291 #+ATTR_LaTeX: :width 15cm292 [[./images/worm-intro-white.png]]294 #+caption: =EMPATH= recognized and classified each of these295 #+caption: poses by inferring the complete sensory experience296 #+caption: from proprioceptive data.297 #+name: worm-recognition-intro298 #+ATTR_LaTeX: :width 15cm299 [[./images/worm-poses.png]]301 *** Main Results303 - After one-shot supervised training, =EMPATH= was able to304 recognize a wide variety of static poses and dynamic305 actions---ranging from curling in a circle to wiggling with a306 particular frequency --- with 95\% accuracy.308 - These results were completely independent of viewing angle309 because the underlying body-centered language fundamentally is310 independent; once an action is learned, it can be recognized311 equally well from any viewing angle.313 - =EMPATH= is surprisingly short; the sensorimotor-centered314 language provided by =CORTEX= resulted in extremely economical315 recognition routines --- about 500 lines in all --- suggesting316 that such representations are very powerful, and often317 indispensable for the types of recognition tasks considered here.319 - Although for expediency's sake, I relied on direct knowledge of320 joint positions in this proof of concept, it would be321 straightforward to extend =EMPATH= so that it (more322 realistically) infers joint positions from its visual data.324 ** =EMPATH= is built on =CORTEX=, a creature builder.326 I built =CORTEX= to be a general AI research platform for doing327 experiments involving multiple rich senses and a wide variety and328 number of creatures. I intend it to be useful as a library for many329 more projects than just this thesis. =CORTEX= was necessary to meet330 a need among AI researchers at CSAIL and beyond, which is that331 people often will invent wonderful ideas that are best expressed in332 the language of creatures and senses, but in order to explore those333 ideas they must first build a platform in which they can create334 simulated creatures with rich senses! There are many ideas that335 would be simple to execute (such as =EMPATH= or Larson's336 self-organizing maps (\cite{larson-symbols})), but attached to them337 is the multi-month effort to make a good creature simulator. Often,338 that initial investment of time proves to be too much, and the339 project must make do with a lesser environment or be abandoned340 entirely.342 =CORTEX= is well suited as an environment for embodied AI research343 for three reasons:345 - You can design new creatures using Blender (\cite{blender}), a346 popular 3D modeling program. Each sense can be specified using347 special blender nodes with biologically inspired parameters. You348 need not write any code to create a creature, and can use a wide349 library of pre-existing blender models as a base for your own350 creatures.352 - =CORTEX= implements a wide variety of senses: touch,353 proprioception, vision, hearing, and muscle tension. Complicated354 senses like touch and vision involve multiple sensory elements355 embedded in a 2D surface. You have complete control over the356 distribution of these sensor elements through the use of simple357 png image files. =CORTEX= implements more comprehensive hearing358 than any other creature simulation system available.360 - =CORTEX= supports any number of creatures and any number of361 senses. Time in =CORTEX= dilates so that the simulated creatures362 always perceive a perfectly smooth flow of time, regardless of363 the actual computational load.365 =CORTEX= is built on top of =jMonkeyEngine3=366 (\cite{jmonkeyengine}), which is a video game engine designed to367 create cross-platform 3D desktop games. =CORTEX= is mainly written368 in clojure, a dialect of =LISP= that runs on the java virtual369 machine (JVM). The API for creating and simulating creatures and370 senses is entirely expressed in clojure, though many senses are371 implemented at the layer of jMonkeyEngine or below. For example,372 for the sense of hearing I use a layer of clojure code on top of a373 layer of java JNI bindings that drive a layer of =C++= code which374 implements a modified version of =OpenAL= to support multiple375 listeners. =CORTEX= is the only simulation environment that I know376 of that can support multiple entities that can each hear the world377 from their own perspective. Other senses also require a small layer378 of Java code. =CORTEX= also uses =bullet=, a physics simulator379 written in =C=.381 #+caption: Here is the worm from figure \ref{worm-intro} modeled382 #+caption: in Blender, a free 3D-modeling program. Senses and383 #+caption: joints are described using special nodes in Blender.384 #+name: worm-recognition-intro-2385 #+ATTR_LaTeX: :width 12cm386 [[./images/blender-worm.png]]388 Here are some things I anticipate that =CORTEX= might be used for:390 - exploring new ideas about sensory integration391 - distributed communication among swarm creatures392 - self-learning using free exploration,393 - evolutionary algorithms involving creature construction394 - exploration of exotic senses and effectors that are not possible395 in the real world (such as telekinesis or a semantic sense)396 - imagination using subworlds398 During one test with =CORTEX=, I created 3,000 creatures each with399 their own independent senses and ran them all at only 1/80 real400 time. In another test, I created a detailed model of my own hand,401 equipped with a realistic distribution of touch (more sensitive at402 the fingertips), as well as eyes and ears, and it ran at around 1/4403 real time.405 #+BEGIN_LaTeX406 \begin{sidewaysfigure}407 \includegraphics[width=9.5in]{images/full-hand.png}408 \caption{409 I modeled my own right hand in Blender and rigged it with all the410 senses that {\tt CORTEX} supports. My simulated hand has a411 biologically inspired distribution of touch sensors. The senses are412 displayed on the right, and the simulation is displayed on the413 left. Notice that my hand is curling its fingers, that it can see414 its own finger from the eye in its palm, and that it can feel its415 own thumb touching its palm.}416 \end{sidewaysfigure}417 #+END_LaTeX419 * Designing =CORTEX=421 In this section, I outline the design decisions that went into422 making =CORTEX=, along with some details about its implementation.423 (A practical guide to getting started with =CORTEX=, which skips424 over the history and implementation details presented here, is425 provided in an appendix at the end of this thesis.)427 Throughout this project, I intended for =CORTEX= to be flexible and428 extensible enough to be useful for other researchers who want to429 test ideas of their own. To this end, wherever I have had to make430 architectural choices about =CORTEX=, I have chosen to give as much431 freedom to the user as possible, so that =CORTEX= may be used for432 things I have not foreseen.434 ** Building in simulation versus reality435 The most important architectural decision of all is the choice to436 use a computer-simulated environment in the first place! The world437 is a vast and rich place, and for now simulations are a very poor438 reflection of its complexity. It may be that there is a significant439 qualitative difference between dealing with senses in the real440 world and dealing with pale facsimiles of them in a simulation441 (\cite{brooks-representation}). What are the advantages and442 disadvantages of a simulation vs. reality?444 *** Simulation446 The advantages of virtual reality are that when everything is a447 simulation, experiments in that simulation are absolutely448 reproducible. It's also easier to change the creature and449 environment to explore new situations and different sensory450 combinations.452 If the world is to be simulated on a computer, then not only do453 you have to worry about whether the creature's senses are rich454 enough to learn from the world, but whether the world itself is455 rendered with enough detail and realism to give enough working456 material to the creature's senses. To name just a few457 difficulties facing modern physics simulators: destructibility of458 the environment, simulation of water/other fluids, large areas,459 nonrigid bodies, lots of objects, smoke. I don't know of any460 computer simulation that would allow a creature to take a rock461 and grind it into fine dust, then use that dust to make a clay462 sculpture, at least not without spending years calculating the463 interactions of every single small grain of dust. Maybe a464 simulated world with today's limitations doesn't provide enough465 richness for real intelligence to evolve.467 *** Reality469 The other approach for playing with senses is to hook your470 software up to real cameras, microphones, robots, etc., and let it471 loose in the real world. This has the advantage of eliminating472 concerns about simulating the world at the expense of increasing473 the complexity of implementing the senses. Instead of just474 grabbing the current rendered frame for processing, you have to475 use an actual camera with real lenses and interact with photons to476 get an image. It is much harder to change the creature, which is477 now partly a physical robot of some sort, since doing so involves478 changing things around in the real world instead of modifying479 lines of code. While the real world is very rich and definitely480 provides enough stimulation for intelligence to develop (as481 evidenced by our own existence), it is also uncontrollable in the482 sense that a particular situation cannot be recreated perfectly or483 saved for later use. It is harder to conduct Science because it is484 harder to repeat an experiment. The worst thing about using the485 real world instead of a simulation is the matter of time. Instead486 of simulated time you get the constant and unstoppable flow of487 real time. This severely limits the sorts of software you can use488 to program an AI, because all sense inputs must be handled in real489 time. Complicated ideas may have to be implemented in hardware or490 may simply be impossible given the current speed of our491 processors. Contrast this with a simulation, in which the flow of492 time in the simulated world can be slowed down to accommodate the493 limitations of the creature's programming. In terms of cost, doing494 everything in software is far cheaper than building custom495 real-time hardware. All you need is a laptop and some patience.497 ** Simulated time enables rapid prototyping \& simple programs499 I envision =CORTEX= being used to support rapid prototyping and500 iteration of ideas. Even if I could put together a well constructed501 kit for creating robots, it would still not be enough because of502 the scourge of real-time processing. Anyone who wants to test their503 ideas in the real world must always worry about getting their504 algorithms to run fast enough to process information in real time.505 The need for real time processing only increases if multiple senses506 are involved. In the extreme case, even simple algorithms will have507 to be accelerated by ASIC chips or FPGAs, turning what would508 otherwise be a few lines of code and a 10x speed penalty into a509 multi-month ordeal. For this reason, =CORTEX= supports510 /time-dilation/, which scales back the framerate of the simulation511 in proportion to the amount of processing each frame. From the512 perspective of the creatures inside the simulation, time always513 appears to flow at a constant rate, regardless of how complicated514 the environment becomes or how many creatures are in the515 simulation. The cost is that =CORTEX= can sometimes run slower than516 real time. Time dilation works both ways, however --- simulations517 of very simple creatures in =CORTEX= generally run at 40x real-time518 on my machine!520 ** All sense organs are two-dimensional surfaces522 If =CORTEX= is to support a wide variety of senses, it would help523 to have a better understanding of what a sense actually is! While524 vision, touch, and hearing all seem like they are quite different525 things, I was surprised to learn during the course of this thesis526 that they (and all physical senses) can be expressed as exactly the527 same mathematical object!529 Human beings are three-dimensional objects, and the nerves that530 transmit data from our various sense organs to our brain are531 essentially one-dimensional. This leaves up to two dimensions in532 which our sensory information may flow. For example, imagine your533 skin: it is a two-dimensional surface around a three-dimensional534 object (your body). It has discrete touch sensors embedded at535 various points, and the density of these sensors corresponds to the536 sensitivity of that region of skin. Each touch sensor connects to a537 nerve, all of which eventually are bundled together as they travel538 up the spinal cord to the brain. Intersect the spinal nerves with a539 guillotining plane and you will see all of the sensory data of the540 skin revealed in a roughly circular two-dimensional image which is541 the cross section of the spinal cord. Points on this image that are542 close together in this circle represent touch sensors that are543 /probably/ close together on the skin, although there is of course544 some cutting and rearrangement that has to be done to transfer the545 complicated surface of the skin onto a two dimensional image.547 Most human senses consist of many discrete sensors of various548 properties distributed along a surface at various densities. For549 skin, it is Pacinian corpuscles, Meissner's corpuscles, Merkel's550 disks, and Ruffini's endings (\cite{textbook901}), which detect551 pressure and vibration of various intensities. For ears, it is the552 stereocilia distributed along the basilar membrane inside the553 cochlea; each one is sensitive to a slightly different frequency of554 sound. For eyes, it is rods and cones distributed along the surface555 of the retina. In each case, we can describe the sense with a556 surface and a distribution of sensors along that surface.558 In fact, almost every human sense can be effectively described in559 terms of a surface containing embedded sensors. If the sense had560 any more dimensions, then there wouldn't be enough room in the561 spinal cord to transmit the information!563 Therefore, =CORTEX= must support the ability to create objects and564 then be able to ``paint'' points along their surfaces to describe565 each sense.567 Fortunately this idea is already a well known computer graphics568 technique called /UV-mapping/. In UV-mapping, the three-dimensional569 surface of a model is cut and smooshed until it fits on a570 two-dimensional image. You paint whatever you want on that image,571 and when the three-dimensional shape is rendered in a game the572 smooshing and cutting is reversed and the image appears on the573 three-dimensional object.575 To make a sense, interpret the UV-image as describing the576 distribution of that senses sensors. To get different types of577 sensors, you can either use a different color for each type of578 sensor, or use multiple UV-maps, each labeled with that sensor579 type. I generally use a white pixel to mean the presence of a580 sensor and a black pixel to mean the absence of a sensor, and use581 one UV-map for each sensor-type within a given sense.583 #+CAPTION: The UV-map for an elongated icososphere. The white584 #+caption: dots each represent a touch sensor. They are dense585 #+caption: in the regions that describe the tip of the finger,586 #+caption: and less dense along the dorsal side of the finger587 #+caption: opposite the tip.588 #+name: finger-UV589 #+ATTR_latex: :width 10cm590 [[./images/finger-UV.png]]592 #+caption: Ventral side of the UV-mapped finger. Notice the593 #+caption: density of touch sensors at the tip.594 #+name: finger-side-view595 #+ATTR_LaTeX: :width 10cm596 [[./images/finger-1.png]]598 ** Video game engines provide ready-made physics and shading600 I did not need to write my own physics simulation code or shader to601 build =CORTEX=. Doing so would lead to a system that is impossible602 for anyone but myself to use anyway. Instead, I use a video game603 engine as a base and modify it to accommodate the additional needs604 of =CORTEX=. Video game engines are an ideal starting point to605 build =CORTEX=, because they are not far from being creature606 building systems themselves.608 First off, general purpose video game engines come with a physics609 engine and lighting / sound system. The physics system provides610 tools that can be co-opted to serve as touch, proprioception, and611 muscles. Since some games support split screen views, a good video612 game engine will allow you to efficiently create multiple cameras613 in the simulated world that can be used as eyes. Video game systems614 offer integrated asset management for things like textures and615 creature models, providing an avenue for defining creatures. They616 also understand UV-mapping, since this technique is used to apply a617 texture to a model. Finally, because video game engines support a618 large number of developers, as long as =CORTEX= doesn't stray too619 far from the base system, other researchers can turn to this620 community for help when doing their research.622 ** =CORTEX= is based on jMonkeyEngine3624 While preparing to build =CORTEX= I studied several video game625 engines to see which would best serve as a base. The top contenders626 were:628 - [[http://www.idsoftware.com][Quake II]]/[[http://www.bytonic.de/html/jake2.html][Jake2]] :: The Quake II engine was designed by ID software629 in 1997. All the source code was released by ID software into630 the Public Domain several years ago, and as a result it has631 been ported to many different languages. This engine was632 famous for its advanced use of realistic shading and it had633 decent and fast physics simulation. The main advantage of the634 Quake II engine is its simplicity, but I ultimately rejected635 it because the engine is too tied to the concept of a636 first-person shooter game. One of the problems I had was that637 there does not seem to be any easy way to attach multiple638 cameras to a single character. There are also several physics639 clipping issues that are corrected in a way that only applies640 to the main character and do not apply to arbitrary objects.642 - [[http://source.valvesoftware.com/][Source Engine]] :: The Source Engine evolved from the Quake II643 and Quake I engines and is used by Valve in the Half-Life644 series of games. The physics simulation in the Source Engine645 is quite accurate and probably the best out of all the engines646 I investigated. There is also an extensive community actively647 working with the engine. However, applications that use the648 Source Engine must be written in C++, the code is not open, it649 only runs on Windows, and the tools that come with the SDK to650 handle models and textures are complicated and awkward to use.652 - [[http://jmonkeyengine.com/][jMonkeyEngine3]] :: jMonkeyEngine3 is a new library for creating653 games in Java. It uses OpenGL to render to the screen and uses654 screengraphs to avoid drawing things that do not appear on the655 screen. It has an active community and several games in the656 pipeline. The engine was not built to serve any particular657 game but is instead meant to be used for any 3D game.659 I chose jMonkeyEngine3 because it had the most features out of all660 the free projects I looked at, and because I could then write my661 code in clojure, an implementation of =LISP= that runs on the JVM.663 ** =CORTEX= uses Blender to create creature models665 For the simple worm-like creatures I will use later on in this666 thesis, I could define a simple API in =CORTEX= that would allow667 one to create boxes, spheres, etc., and leave that API as the sole668 way to create creatures. However, for =CORTEX= to truly be useful669 for other projects, it needs a way to construct complicated670 creatures. If possible, it would be nice to leverage work that has671 already been done by the community of 3D modelers, or at least672 enable people who are talented at modeling but not programming to673 design =CORTEX= creatures.675 Therefore I use Blender, a free 3D modeling program, as the main676 way to create creatures in =CORTEX=. However, the creatures modeled677 in Blender must also be simple to simulate in jMonkeyEngine3's game678 engine, and must also be easy to rig with =CORTEX='s senses. I679 accomplish this with extensive use of Blender's ``empty nodes.''681 Empty nodes have no mass, physical presence, or appearance, but682 they can hold metadata and have names. I use a tree structure of683 empty nodes to specify senses in the following manner:685 - Create a single top-level empty node whose name is the name of686 the sense.687 - Add empty nodes which each contain meta-data relevant to the688 sense, including a UV-map describing the number/distribution of689 sensors if applicable.690 - Make each empty-node the child of the top-level node.692 #+caption: An example of annotating a creature model with empty693 #+caption: nodes to describe the layout of senses. There are694 #+caption: multiple empty nodes which each describe the position695 #+caption: of muscles, ears, eyes, or joints.696 #+name: sense-nodes697 #+ATTR_LaTeX: :width 10cm698 [[./images/empty-sense-nodes.png]]700 ** Bodies are composed of segments connected by joints702 Blender is a general purpose animation tool, which has been used in703 the past to create high quality movies such as Sintel704 (\cite{blender}). Though Blender can model and render even705 complicated things like water, it is crucial to keep models that706 are meant to be simulated as creatures simple. =Bullet=, which707 =CORTEX= uses though jMonkeyEngine3, is a rigid-body physics708 system. This offers a compromise between the expressiveness of a709 game level and the speed at which it can be simulated, and it means710 that creatures should be naturally expressed as rigid components711 held together by joint constraints.713 But humans are more like a squishy bag wrapped around some hard714 bones which define the overall shape. When we move, our skin bends715 and stretches to accommodate the new positions of our bones.717 One way to make bodies composed of rigid pieces connected by joints718 /seem/ more human-like is to use an /armature/, (or /rigging/)719 system, which defines a overall ``body mesh'' and defines how the720 mesh deforms as a function of the position of each ``bone'' which721 is a standard rigid body. This technique is used extensively to722 model humans and create realistic animations. It is not a good723 technique for physical simulation because it is a lie -- the skin724 is not a physical part of the simulation and does not interact with725 any objects in the world or itself. Objects will pass right though726 the skin until they come in contact with the underlying bone, which727 is a physical object. Without simulating the skin, the sense of728 touch has little meaning, and the creature's own vision will lie to729 it about the true extent of its body. Simulating the skin as a730 physical object requires some way to continuously update the731 physical model of the skin along with the movement of the bones,732 which is unacceptably slow compared to rigid body simulation.734 Therefore, instead of using the human-like ``bony meatbag''735 approach, I decided to base my body plans on multiple solid objects736 that are connected by joints, inspired by the robot =EVE= from the737 movie WALL-E.739 #+caption: =EVE= from the movie WALL-E. This body plan turns740 #+caption: out to be much better suited to my purposes than a more741 #+caption: human-like one.742 #+ATTR_LaTeX: :width 10cm743 [[./images/Eve.jpg]]745 =EVE='s body is composed of several rigid components that are held746 together by invisible joint constraints. This is what I mean by747 /eve-like/. The main reason that I use eve-like bodies is for748 simulation efficiency, and so that there will be correspondence749 between the AI's senses and the physical presence of its body. Each750 individual section is simulated by a separate rigid body that751 corresponds exactly with its visual representation and does not752 change. Sections are connected by invisible joints that are well753 supported in jMonkeyEngine3. Bullet, the physics backend for754 jMonkeyEngine3, can efficiently simulate hundreds of rigid bodies755 connected by joints. Just because sections are rigid does not mean756 they have to stay as one piece forever; they can be dynamically757 replaced with multiple sections to simulate splitting in two. This758 could be used to simulate retractable claws or =EVE='s hands, which759 are able to coalesce into one object in the movie.761 *** Solidifying/Connecting a body763 =CORTEX= creates a creature in two steps: first, it traverses the764 nodes in the blender file and creates physical representations for765 any of them that have mass defined in their blender meta-data.767 #+caption: Program for iterating through the nodes in a blender file768 #+caption: and generating physical jMonkeyEngine3 objects with mass769 #+caption: and a matching physics shape.770 #+name: physical771 #+begin_listing clojure772 #+begin_src clojure773 (defn physical!774 "Iterate through the nodes in creature and make them real physical775 objects in the simulation."776 [#^Node creature]777 (dorun778 (map779 (fn [geom]780 (let [physics-control781 (RigidBodyControl.782 (HullCollisionShape.783 (.getMesh geom))784 (if-let [mass (meta-data geom "mass")]785 (float mass) (float 1)))]786 (.addControl geom physics-control)))787 (filter #(isa? (class %) Geometry )788 (node-seq creature)))))789 #+end_src790 #+end_listing792 The next step to making a proper body is to connect those pieces793 together with joints. jMonkeyEngine has a large array of joints794 available via =bullet=, such as Point2Point, Cone, Hinge, and a795 generic Six Degree of Freedom joint, with or without spring796 restitution.798 Joints are treated a lot like proper senses, in that there is a799 top-level empty node named ``joints'' whose children each800 represent a joint.802 #+caption: View of the hand model in Blender showing the main ``joints''803 #+caption: node (highlighted in yellow) and its children which each804 #+caption: represent a joint in the hand. Each joint node has metadata805 #+caption: specifying what sort of joint it is.806 #+name: blender-hand807 #+ATTR_LaTeX: :width 10cm808 [[./images/hand-screenshot1.png]]811 =CORTEX='s procedure for binding the creature together with joints812 is as follows:814 - Find the children of the ``joints'' node.815 - Determine the two spatials the joint is meant to connect.816 - Create the joint based on the meta-data of the empty node.818 The higher order function =sense-nodes= from =cortex.sense=819 simplifies finding the joints based on their parent ``joints''820 node.822 #+caption: Retrieving the children empty nodes from a single823 #+caption: named empty node is a common pattern in =CORTEX=824 #+caption: further instances of this technique for the senses825 #+caption: will be omitted826 #+name: get-empty-nodes827 #+begin_listing clojure828 #+begin_src clojure829 (defn sense-nodes830 "For some senses there is a special empty blender node whose831 children are considered markers for an instance of that sense. This832 function generates functions to find those children, given the name833 of the special parent node."834 [parent-name]835 (fn [#^Node creature]836 (if-let [sense-node (.getChild creature parent-name)]837 (seq (.getChildren sense-node)) [])))839 (def840 ^{:doc "Return the children of the creature's \"joints\" node."841 :arglists '([creature])}842 joints843 (sense-nodes "joints"))844 #+end_src845 #+end_listing847 To find a joint's targets, =CORTEX= creates a small cube, centered848 around the empty-node, and grows the cube exponentially until it849 intersects two physical objects. The objects are ordered according850 to the joint's rotation, with the first one being the object that851 has more negative coordinates in the joint's reference frame.852 Since the objects must be physical, the empty-node itself escapes853 detection. Because the objects must be physical, =joint-targets=854 must be called /after/ =physical!= is called.856 #+caption: Program to find the targets of a joint node by857 #+caption: exponentially growth of a search cube.858 #+name: joint-targets859 #+begin_listing clojure860 #+begin_src clojure861 (defn joint-targets862 "Return the two closest two objects to the joint object, ordered863 from bottom to top according to the joint's rotation."864 [#^Node parts #^Node joint]865 (loop [radius (float 0.01)]866 (let [results (CollisionResults.)]867 (.collideWith868 parts869 (BoundingBox. (.getWorldTranslation joint)870 radius radius radius) results)871 (let [targets872 (distinct873 (map #(.getGeometry %) results))]874 (if (>= (count targets) 2)875 (sort-by876 #(let [joint-ref-frame-position877 (jme-to-blender878 (.mult879 (.inverse (.getWorldRotation joint))880 (.subtract (.getWorldTranslation %)881 (.getWorldTranslation joint))))]882 (.dot (Vector3f. 1 1 1) joint-ref-frame-position))883 (take 2 targets))884 (recur (float (* radius 2))))))))885 #+end_src886 #+end_listing888 Once =CORTEX= finds all joints and targets, it creates them using889 a dispatch on the metadata of each joint node.891 #+caption: Program to dispatch on blender metadata and create joints892 #+caption: suitable for physical simulation.893 #+name: joint-dispatch894 #+begin_listing clojure895 #+begin_src clojure896 (defmulti joint-dispatch897 "Translate blender pseudo-joints into real JME joints."898 (fn [constraints & _]899 (:type constraints)))901 (defmethod joint-dispatch :point902 [constraints control-a control-b pivot-a pivot-b rotation]903 (doto (SixDofJoint. control-a control-b pivot-a pivot-b false)904 (.setLinearLowerLimit Vector3f/ZERO)905 (.setLinearUpperLimit Vector3f/ZERO)))907 (defmethod joint-dispatch :hinge908 [constraints control-a control-b pivot-a pivot-b rotation]909 (let [axis (if-let [axis (:axis constraints)] axis Vector3f/UNIT_X)910 [limit-1 limit-2] (:limit constraints)911 hinge-axis (.mult rotation (blender-to-jme axis))]912 (doto (HingeJoint. control-a control-b pivot-a pivot-b913 hinge-axis hinge-axis)914 (.setLimit limit-1 limit-2))))916 (defmethod joint-dispatch :cone917 [constraints control-a control-b pivot-a pivot-b rotation]918 (let [limit-xz (:limit-xz constraints)919 limit-xy (:limit-xy constraints)920 twist (:twist constraints)]921 (doto (ConeJoint. control-a control-b pivot-a pivot-b922 rotation rotation)923 (.setLimit (float limit-xz) (float limit-xy)924 (float twist)))))925 #+end_src926 #+end_listing928 All that is left for joints is to combine the above pieces into929 something that can operate on the collection of nodes that a930 blender file represents.932 #+caption: Program to completely create a joint given information933 #+caption: from a blender file.934 #+name: connect935 #+begin_listing clojure936 #+begin_src clojure937 (defn connect938 "Create a joint between 'obj-a and 'obj-b at the location of939 'joint. The type of joint is determined by the metadata on 'joint.941 Here are some examples:942 {:type :point}943 {:type :hinge :limit [0 (/ Math/PI 2)] :axis (Vector3f. 0 1 0)}944 (:axis defaults to (Vector3f. 1 0 0) if not provided for hinge joints)946 {:type :cone :limit-xz 0]947 :limit-xy 0]948 :twist 0]} (use XZY rotation mode in blender!)"949 [#^Node obj-a #^Node obj-b #^Node joint]950 (let [control-a (.getControl obj-a RigidBodyControl)951 control-b (.getControl obj-b RigidBodyControl)952 joint-center (.getWorldTranslation joint)953 joint-rotation (.toRotationMatrix (.getWorldRotation joint))954 pivot-a (world-to-local obj-a joint-center)955 pivot-b (world-to-local obj-b joint-center)]956 (if-let957 [constraints (map-vals eval (read-string (meta-data joint "joint")))]958 ;; A side-effect of creating a joint registers959 ;; it with both physics objects which in turn960 ;; will register the joint with the physics system961 ;; when the simulation is started.962 (joint-dispatch constraints963 control-a control-b964 pivot-a pivot-b965 joint-rotation))))966 #+end_src967 #+end_listing969 In general, whenever =CORTEX= exposes a sense (or in this case970 physicality), it provides a function of the type =sense!=, which971 takes in a collection of nodes and augments it to support that972 sense. The function returns any controls necessary to use that973 sense. In this case =body!= creates a physical body and returns no974 control functions.976 #+caption: Program to give joints to a creature.977 #+name: joints978 #+begin_listing clojure979 #+begin_src clojure980 (defn joints!981 "Connect the solid parts of the creature with physical joints. The982 joints are taken from the \"joints\" node in the creature."983 [#^Node creature]984 (dorun985 (map986 (fn [joint]987 (let [[obj-a obj-b] (joint-targets creature joint)]988 (connect obj-a obj-b joint)))989 (joints creature))))990 (defn body!991 "Endow the creature with a physical body connected with joints. The992 particulars of the joints and the masses of each body part are993 determined in blender."994 [#^Node creature]995 (physical! creature)996 (joints! creature))997 #+end_src998 #+end_listing1000 All of the code you have just seen amounts to only 130 lines, yet1001 because it builds on top of Blender and jMonkeyEngine3, those few1002 lines pack quite a punch!1004 The hand from figure \ref{blender-hand}, which was modeled after1005 my own right hand, can now be given joints and simulated as a1006 creature.1008 #+caption: With the ability to create physical creatures from blender,1009 #+caption: =CORTEX= gets one step closer to becoming a full creature1010 #+caption: simulation environment.1011 #+name: physical-hand1012 #+ATTR_LaTeX: :width 15cm1013 [[./images/physical-hand.png]]1015 ** Sight reuses standard video game components...1017 Vision is one of the most important senses for humans, so I need to1018 build a simulated sense of vision for my AI. I will do this with1019 simulated eyes. Each eye can be independently moved and should see1020 its own version of the world depending on where it is.1022 Making these simulated eyes a reality is simple because1023 jMonkeyEngine already contains extensive support for multiple views1024 of the same 3D simulated world. The reason jMonkeyEngine has this1025 support is because the support is necessary to create games with1026 split-screen views. Multiple views are also used to create1027 efficient pseudo-reflections by rendering the scene from a certain1028 perspective and then projecting it back onto a surface in the 3D1029 world.1031 #+caption: jMonkeyEngine supports multiple views to enable1032 #+caption: split-screen games, like GoldenEye, which was one of1033 #+caption: the first games to use split-screen views.1034 #+name: goldeneye1035 #+ATTR_LaTeX: :width 10cm1036 [[./images/goldeneye-4-player.png]]1038 *** A Brief Description of jMonkeyEngine's Rendering Pipeline1040 jMonkeyEngine allows you to create a =ViewPort=, which represents a1041 view of the simulated world. You can create as many of these as you1042 want. Every frame, the =RenderManager= iterates through each1043 =ViewPort=, rendering the scene in the GPU. For each =ViewPort= there1044 is a =FrameBuffer= which represents the rendered image in the GPU.1046 #+caption: =ViewPorts= are cameras in the world. During each frame,1047 #+caption: the =RenderManager= records a snapshot of what each view1048 #+caption: is currently seeing; these snapshots are =FrameBuffer= objects.1049 #+name: rendermanagers1050 #+ATTR_LaTeX: :width 10cm1051 [[./images/diagram_rendermanager2.png]]1053 Each =ViewPort= can have any number of attached =SceneProcessor=1054 objects, which are called every time a new frame is rendered. A1055 =SceneProcessor= receives its =ViewPort's= =FrameBuffer= and can do1056 whatever it wants to the data. Often this consists of invoking GPU1057 specific operations on the rendered image. The =SceneProcessor= can1058 also copy the GPU image data to RAM and process it with the CPU.1060 *** Appropriating Views for Vision1062 Each eye in the simulated creature needs its own =ViewPort= so1063 that it can see the world from its own perspective. To this1064 =ViewPort=, I add a =SceneProcessor= that feeds the visual data to1065 any arbitrary continuation function for further processing. That1066 continuation function may perform both CPU and GPU operations on1067 the data. To make this easy for the continuation function, the1068 =SceneProcessor= maintains appropriately sized buffers in RAM to1069 hold the data. It does not do any copying from the GPU to the CPU1070 itself because it is a slow operation.1072 #+caption: Function to make the rendered scene in jMonkeyEngine1073 #+caption: available for further processing.1074 #+name: pipeline-11075 #+begin_listing clojure1076 #+begin_src clojure1077 (defn vision-pipeline1078 "Create a SceneProcessor object which wraps a vision processing1079 continuation function. The continuation is a function that takes1080 [#^Renderer r #^FrameBuffer fb #^ByteBuffer b #^BufferedImage bi],1081 each of which has already been appropriately sized."1082 [continuation]1083 (let [byte-buffer (atom nil)1084 renderer (atom nil)1085 image (atom nil)]1086 (proxy [SceneProcessor] []1087 (initialize1088 [renderManager viewPort]1089 (let [cam (.getCamera viewPort)1090 width (.getWidth cam)1091 height (.getHeight cam)]1092 (reset! renderer (.getRenderer renderManager))1093 (reset! byte-buffer1094 (BufferUtils/createByteBuffer1095 (* width height 4)))1096 (reset! image (BufferedImage.1097 width height1098 BufferedImage/TYPE_4BYTE_ABGR))))1099 (isInitialized [] (not (nil? @byte-buffer)))1100 (reshape [_ _ _])1101 (preFrame [_])1102 (postQueue [_])1103 (postFrame1104 [#^FrameBuffer fb]1105 (.clear @byte-buffer)1106 (continuation @renderer fb @byte-buffer @image))1107 (cleanup []))))1108 #+end_src1109 #+end_listing1111 The continuation function given to =vision-pipeline= above will be1112 given a =Renderer= and three containers for image data. The1113 =FrameBuffer= references the GPU image data, but the pixel data1114 can not be used directly on the CPU. The =ByteBuffer= and1115 =BufferedImage= are initially "empty" but are sized to hold the1116 data in the =FrameBuffer=. I call transferring the GPU image data1117 to the CPU structures "mixing" the image data.1119 *** Optical sensor arrays are described with images and referenced with metadata1121 The vision pipeline described above handles the flow of rendered1122 images. Now, =CORTEX= needs simulated eyes to serve as the source1123 of these images.1125 An eye is described in blender in the same way as a joint. They1126 are zero dimensional empty objects with no geometry whose local1127 coordinate system determines the orientation of the resulting eye.1128 All eyes are children of a parent node named "eyes" just as all1129 joints have a parent named "joints". An eye binds to the nearest1130 physical object with =bind-sense=.1132 #+caption: Here, the camera is created based on metadata on the1133 #+caption: eye-node and attached to the nearest physical object1134 #+caption: with =bind-sense=1135 #+name: add-eye1136 #+begin_listing clojure1137 #+begin_src clojure1138 (defn add-eye!1139 "Create a Camera centered on the current position of 'eye which1140 follows the closest physical node in 'creature. The camera will1141 point in the X direction and use the Z vector as up as determined1142 by the rotation of these vectors in blender coordinate space. Use1143 XZY rotation for the node in blender."1144 [#^Node creature #^Spatial eye]1145 (let [target (closest-node creature eye)1146 [cam-width cam-height]1147 ;;[640 480] ;; graphics card on laptop doesn't support1148 ;; arbitrary dimensions.1149 (eye-dimensions eye)1150 cam (Camera. cam-width cam-height)1151 rot (.getWorldRotation eye)]1152 (.setLocation cam (.getWorldTranslation eye))1153 (.lookAtDirection1154 cam ; this part is not a mistake and1155 (.mult rot Vector3f/UNIT_X) ; is consistent with using Z in1156 (.mult rot Vector3f/UNIT_Y)) ; blender as the UP vector.1157 (.setFrustumPerspective1158 cam (float 45)1159 (float (/ (.getWidth cam) (.getHeight cam)))1160 (float 1)1161 (float 1000))1162 (bind-sense target cam) cam))1163 #+end_src1164 #+end_listing1166 *** Simulated Retina1168 An eye is a surface (the retina) which contains many discrete1169 sensors to detect light. These sensors can have different1170 light-sensing properties. In humans, each discrete sensor is1171 sensitive to red, blue, green, or gray. These different types of1172 sensors can have different spatial distributions along the retina.1173 In humans, there is a fovea in the center of the retina which has1174 a very high density of color sensors, and a blind spot which has1175 no sensors at all. Sensor density decreases in proportion to1176 distance from the fovea.1178 I want to be able to model any retinal configuration, so my1179 eye-nodes in blender contain metadata pointing to images that1180 describe the precise position of the individual sensors using1181 white pixels. The meta-data also describes the precise sensitivity1182 to light that the sensors described in the image have. An eye can1183 contain any number of these images. For example, the metadata for1184 an eye might look like this:1186 #+begin_src clojure1187 {0xFF0000 "Models/test-creature/retina-small.png"}1188 #+end_src1190 #+caption: An example retinal profile image. White pixels are1191 #+caption: photo-sensitive elements. The distribution of white1192 #+caption: pixels is denser in the middle and falls off at the1193 #+caption: edges and is inspired by the human retina.1194 #+name: retina1195 #+ATTR_LaTeX: :width 7cm1196 [[./images/retina-small.png]]1198 Together, the number 0xFF0000 and the image above describe the1199 placement of red-sensitive sensory elements.1201 Meta-data to very crudely approximate a human eye might be1202 something like this:1204 #+begin_src clojure1205 (let [retinal-profile "Models/test-creature/retina-small.png"]1206 {0xFF0000 retinal-profile1207 0x00FF00 retinal-profile1208 0x0000FF retinal-profile1209 0xFFFFFF retinal-profile})1210 #+end_src1212 The numbers that serve as keys in the map determine a sensor's1213 relative sensitivity to the channels red, green, and blue. These1214 sensitivity values are packed into an integer in the order1215 =|_|R|G|B|= in 8-bit fields. The RGB values of a pixel in the1216 image are added together with these sensitivities as linear1217 weights. Therefore, 0xFF0000 means sensitive to red only while1218 0xFFFFFF means sensitive to all colors equally (gray).1220 #+caption: This is the core of vision in =CORTEX=. A given eye node1221 #+caption: is converted into a function that returns visual1222 #+caption: information from the simulation.1223 #+name: vision-kernel1224 #+begin_listing clojure1225 #+BEGIN_SRC clojure1226 (defn vision-kernel1227 "Returns a list of functions, each of which will return a color1228 channel's worth of visual information when called inside a running1229 simulation."1230 [#^Node creature #^Spatial eye & {skip :skip :or {skip 0}}]1231 (let [retinal-map (retina-sensor-profile eye)1232 camera (add-eye! creature eye)1233 vision-image1234 (atom1235 (BufferedImage. (.getWidth camera)1236 (.getHeight camera)1237 BufferedImage/TYPE_BYTE_BINARY))1238 register-eye!1239 (runonce1240 (fn [world]1241 (add-camera!1242 world camera1243 (let [counter (atom 0)]1244 (fn [r fb bb bi]1245 (if (zero? (rem (swap! counter inc) (inc skip)))1246 (reset! vision-image1247 (BufferedImage! r fb bb bi))))))))]1248 (vec1249 (map1250 (fn [[key image]]1251 (let [whites (white-coordinates image)1252 topology (vec (collapse whites))1253 sensitivity (sensitivity-presets key key)]1254 (attached-viewport.1255 (fn [world]1256 (register-eye! world)1257 (vector1258 topology1259 (vec1260 (for [[x y] whites]1261 (pixel-sense1262 sensitivity1263 (.getRGB @vision-image x y))))))1264 register-eye!)))1265 retinal-map))))1266 #+END_SRC1267 #+end_listing1269 Note that since each of the functions generated by =vision-kernel=1270 shares the same =register-eye!= function, the eye will be1271 registered only once the first time any of the functions from the1272 list returned by =vision-kernel= is called. Each of the functions1273 returned by =vision-kernel= also allows access to the =Viewport=1274 through which it receives images.1276 All the hard work has been done; all that remains is to apply1277 =vision-kernel= to each eye in the creature and gather the results1278 into one list of functions.1281 #+caption: With =vision!=, =CORTEX= is already a fine simulation1282 #+caption: environment for experimenting with different types of1283 #+caption: eyes.1284 #+name: vision!1285 #+begin_listing clojure1286 #+BEGIN_SRC clojure1287 (defn vision!1288 "Returns a list of functions, each of which returns visual sensory1289 data when called inside a running simulation."1290 [#^Node creature & {skip :skip :or {skip 0}}]1291 (reduce1292 concat1293 (for [eye (eyes creature)]1294 (vision-kernel creature eye))))1295 #+END_SRC1296 #+end_listing1298 #+caption: Simulated vision with a test creature and the1299 #+caption: human-like eye approximation. Notice how each channel1300 #+caption: of the eye responds differently to the differently1301 #+caption: colored balls.1302 #+name: worm-vision-test.1303 #+ATTR_LaTeX: :width 13cm1304 [[./images/worm-vision.png]]1306 The vision code is not much more complicated than the body code,1307 and enables multiple further paths for simulated vision. For1308 example, it is quite easy to create bifocal vision -- you just1309 make two eyes next to each other in blender! It is also possible1310 to encode vision transforms in the retinal files. For example, the1311 human like retina file in figure \ref{retina} approximates a1312 log-polar transform.1314 This vision code has already been absorbed by the jMonkeyEngine1315 community and is now (in modified form) part of a system for1316 capturing in-game video to a file.1318 ** ...but hearing must be built from scratch1320 At the end of this section I will have simulated ears that work the1321 same way as the simulated eyes in the last section. I will be able to1322 place any number of ear-nodes in a blender file, and they will bind to1323 the closest physical object and follow it as it moves around. Each ear1324 will provide access to the sound data it picks up between every frame.1326 Hearing is one of the more difficult senses to simulate, because there1327 is less support for obtaining the actual sound data that is processed1328 by jMonkeyEngine3. There is no "split-screen" support for rendering1329 sound from different points of view, and there is no way to directly1330 access the rendered sound data.1332 =CORTEX='s hearing is unique because it does not have any1333 limitations compared to other simulation environments. As far as I1334 know, there is no other system that supports multiple listeners,1335 and the sound demo at the end of this section is the first time1336 it's been done in a video game environment.1338 *** Brief Description of jMonkeyEngine's Sound System1340 jMonkeyEngine's sound system works as follows:1342 - jMonkeyEngine uses the =AppSettings= for the particular1343 application to determine what sort of =AudioRenderer= should be1344 used.1345 - Although some support is provided for multiple AudioRendering1346 backends, jMonkeyEngine at the time of this writing will either1347 pick no =AudioRenderer= at all, or the =LwjglAudioRenderer=.1348 - jMonkeyEngine tries to figure out what sort of system you're1349 running and extracts the appropriate native libraries.1350 - The =LwjglAudioRenderer= uses the [[http://lwjgl.org/][=LWJGL=]] (LightWeight Java Game1351 Library) bindings to interface with a C library called [[http://kcat.strangesoft.net/openal.html][=OpenAL=]]1352 - =OpenAL= renders the 3D sound and feeds the rendered sound1353 directly to any of various sound output devices with which it1354 knows how to communicate.1356 A consequence of this is that there's no way to access the actual1357 sound data produced by =OpenAL=. Even worse, =OpenAL= only supports1358 one /listener/ (it renders sound data from only one perspective),1359 which normally isn't a problem for games, but becomes a problem1360 when trying to make multiple AI creatures that can each hear the1361 world from a different perspective.1363 To make many AI creatures in jMonkeyEngine that can each hear the1364 world from their own perspective, or to make a single creature with1365 many ears, it is necessary to go all the way back to =OpenAL= and1366 implement support for simulated hearing there.1368 *** Extending =OpenAl=1370 Extending =OpenAL= to support multiple listeners requires 5001371 lines of =C= code and is too hairy to mention here. Instead, I1372 will show a small amount of extension code and go over the high1373 level strategy. Full source is of course available with the1374 =CORTEX= distribution if you're interested.1376 =OpenAL= goes to great lengths to support many different systems,1377 all with different sound capabilities and interfaces. It1378 accomplishes this difficult task by providing code for many1379 different sound backends in pseudo-objects called /Devices/.1380 There's a device for the Linux Open Sound System and the Advanced1381 Linux Sound Architecture, there's one for Direct Sound on Windows,1382 and there's even one for Solaris. =OpenAL= solves the problem of1383 platform independence by providing all these Devices.1385 Wrapper libraries such as LWJGL are free to examine the system on1386 which they are running and then select an appropriate device for1387 that system.1389 There are also a few "special" devices that don't interface with1390 any particular system. These include the Null Device, which1391 doesn't do anything, and the Wave Device, which writes whatever1392 sound it receives to a file, if everything has been set up1393 correctly when configuring =OpenAL=.1395 Actual mixing (Doppler shift and distance.environment-based1396 attenuation) of the sound data happens in the Devices, and they1397 are the only point in the sound rendering process where this data1398 is available.1400 Therefore, in order to support multiple listeners, and get the1401 sound data in a form that the AIs can use, it is necessary to1402 create a new Device which supports this feature.1404 Adding a device to OpenAL is rather tricky -- there are five1405 separate files in the =OpenAL= source tree that must be modified1406 to do so. I named my device the "Multiple Audio Send" Device, or1407 =Send= Device for short, since it sends audio data back to the1408 calling application like an Aux-Send cable on a mixing board.1410 The main idea behind the Send device is to take advantage of the1411 fact that LWJGL only manages one /context/ when using OpenAL. A1412 /context/ is like a container that holds samples and keeps track1413 of where the listener is. In order to support multiple listeners,1414 the Send device identifies the LWJGL context as the master1415 context, and creates any number of slave contexts to represent1416 additional listeners. Every time the device renders sound, it1417 synchronizes every source from the master LWJGL context to the1418 slave contexts. Then, it renders each context separately, using a1419 different listener for each one. The rendered sound is made1420 available via JNI to jMonkeyEngine.1422 Switching between contexts is not the normal operation of a1423 Device, and one of the problems with doing so is that a Device1424 normally keeps around a few pieces of state such as the1425 =ClickRemoval= array above which will become corrupted if the1426 contexts are not rendered in parallel. The solution is to create a1427 copy of this normally global device state for each context, and1428 copy it back and forth into and out of the actual device state1429 whenever a context is rendered.1431 The core of the =Send= device is the =syncSources= function, which1432 does the job of copying all relevant data from one context to1433 another.1435 #+caption: Program for extending =OpenAL= to support multiple1436 #+caption: listeners via context copying/switching.1437 #+name: sync-openal-sources1438 #+begin_listing c1439 #+BEGIN_SRC c1440 void syncSources(ALsource *masterSource, ALsource *slaveSource,1441 ALCcontext *masterCtx, ALCcontext *slaveCtx){1442 ALuint master = masterSource->source;1443 ALuint slave = slaveSource->source;1444 ALCcontext *current = alcGetCurrentContext();1446 syncSourcef(master,slave,masterCtx,slaveCtx,AL_PITCH);1447 syncSourcef(master,slave,masterCtx,slaveCtx,AL_GAIN);1448 syncSourcef(master,slave,masterCtx,slaveCtx,AL_MAX_DISTANCE);1449 syncSourcef(master,slave,masterCtx,slaveCtx,AL_ROLLOFF_FACTOR);1450 syncSourcef(master,slave,masterCtx,slaveCtx,AL_REFERENCE_DISTANCE);1451 syncSourcef(master,slave,masterCtx,slaveCtx,AL_MIN_GAIN);1452 syncSourcef(master,slave,masterCtx,slaveCtx,AL_MAX_GAIN);1453 syncSourcef(master,slave,masterCtx,slaveCtx,AL_CONE_OUTER_GAIN);1454 syncSourcef(master,slave,masterCtx,slaveCtx,AL_CONE_INNER_ANGLE);1455 syncSourcef(master,slave,masterCtx,slaveCtx,AL_CONE_OUTER_ANGLE);1456 syncSourcef(master,slave,masterCtx,slaveCtx,AL_SEC_OFFSET);1457 syncSourcef(master,slave,masterCtx,slaveCtx,AL_SAMPLE_OFFSET);1458 syncSourcef(master,slave,masterCtx,slaveCtx,AL_BYTE_OFFSET);1460 syncSource3f(master,slave,masterCtx,slaveCtx,AL_POSITION);1461 syncSource3f(master,slave,masterCtx,slaveCtx,AL_VELOCITY);1462 syncSource3f(master,slave,masterCtx,slaveCtx,AL_DIRECTION);1464 syncSourcei(master,slave,masterCtx,slaveCtx,AL_SOURCE_RELATIVE);1465 syncSourcei(master,slave,masterCtx,slaveCtx,AL_LOOPING);1467 alcMakeContextCurrent(masterCtx);1468 ALint source_type;1469 alGetSourcei(master, AL_SOURCE_TYPE, &source_type);1471 // Only static sources are currently synchronized!1472 if (AL_STATIC == source_type){1473 ALint master_buffer;1474 ALint slave_buffer;1475 alGetSourcei(master, AL_BUFFER, &master_buffer);1476 alcMakeContextCurrent(slaveCtx);1477 alGetSourcei(slave, AL_BUFFER, &slave_buffer);1478 if (master_buffer != slave_buffer){1479 alSourcei(slave, AL_BUFFER, master_buffer);1480 }1481 }1483 // Synchronize the state of the two sources.1484 alcMakeContextCurrent(masterCtx);1485 ALint masterState;1486 ALint slaveState;1488 alGetSourcei(master, AL_SOURCE_STATE, &masterState);1489 alcMakeContextCurrent(slaveCtx);1490 alGetSourcei(slave, AL_SOURCE_STATE, &slaveState);1492 if (masterState != slaveState){1493 switch (masterState){1494 case AL_INITIAL : alSourceRewind(slave); break;1495 case AL_PLAYING : alSourcePlay(slave); break;1496 case AL_PAUSED : alSourcePause(slave); break;1497 case AL_STOPPED : alSourceStop(slave); break;1498 }1499 }1500 // Restore whatever context was previously active.1501 alcMakeContextCurrent(current);1502 }1503 #+END_SRC1504 #+end_listing1506 With this special context-switching device, and some ugly JNI1507 bindings that are not worth mentioning, =CORTEX= gains the ability1508 to access multiple sound streams from =OpenAL=.1510 #+caption: Program to create an ear from a blender empty node. The ear1511 #+caption: follows around the nearest physical object and passes1512 #+caption: all sensory data to a continuation function.1513 #+name: add-ear1514 #+begin_listing clojure1515 #+BEGIN_SRC clojure1516 (defn add-ear!1517 "Create a Listener centered on the current position of 'ear1518 which follows the closest physical node in 'creature and1519 sends sound data to 'continuation."1520 [#^Application world #^Node creature #^Spatial ear continuation]1521 (let [target (closest-node creature ear)1522 lis (Listener.)1523 audio-renderer (.getAudioRenderer world)1524 sp (hearing-pipeline continuation)]1525 (.setLocation lis (.getWorldTranslation ear))1526 (.setRotation lis (.getWorldRotation ear))1527 (bind-sense target lis)1528 (update-listener-velocity! target lis)1529 (.addListener audio-renderer lis)1530 (.registerSoundProcessor audio-renderer lis sp)))1531 #+END_SRC1532 #+end_listing1534 The =Send= device, unlike most of the other devices in =OpenAL=,1535 does not render sound unless asked. This enables the system to1536 slow down or speed up depending on the needs of the AIs who are1537 using it to listen. If the device tried to render samples in1538 real-time, a complicated AI whose mind takes 100 seconds of1539 computer time to simulate 1 second of AI-time would miss almost1540 all of the sound in its environment!1542 #+caption: Program to enable arbitrary hearing in =CORTEX=1543 #+name: hearing1544 #+begin_listing clojure1545 #+BEGIN_SRC clojure1546 (defn hearing-kernel1547 "Returns a function which returns auditory sensory data when called1548 inside a running simulation."1549 [#^Node creature #^Spatial ear]1550 (let [hearing-data (atom [])1551 register-listener!1552 (runonce1553 (fn [#^Application world]1554 (add-ear!1555 world creature ear1556 (comp #(reset! hearing-data %)1557 byteBuffer->pulse-vector))))]1558 (fn [#^Application world]1559 (register-listener! world)1560 (let [data @hearing-data1561 topology1562 (vec (map #(vector % 0) (range 0 (count data))))]1563 [topology data]))))1565 (defn hearing!1566 "Endow the creature in a particular world with the sense of1567 hearing. Will return a sequence of functions, one for each ear,1568 which when called will return the auditory data from that ear."1569 [#^Node creature]1570 (for [ear (ears creature)]1571 (hearing-kernel creature ear)))1572 #+END_SRC1573 #+end_listing1575 Armed with these functions, =CORTEX= is able to test possibly the1576 first ever instance of multiple listeners in a video game engine1577 based simulation!1579 #+caption: Here a simple creature responds to sound by changing1580 #+caption: its color from gray to green when the total volume1581 #+caption: goes over a threshold.1582 #+name: sound-test1583 #+begin_listing java1584 #+BEGIN_SRC java1585 /**1586 * Respond to sound! This is the brain of an AI entity that1587 * hears its surroundings and reacts to them.1588 */1589 public void process(ByteBuffer audioSamples,1590 int numSamples, AudioFormat format) {1591 audioSamples.clear();1592 byte[] data = new byte[numSamples];1593 float[] out = new float[numSamples];1594 audioSamples.get(data);1595 FloatSampleTools.1596 byte2floatInterleaved1597 (data, 0, out, 0, numSamples/format.getFrameSize(), format);1599 float max = Float.NEGATIVE_INFINITY;1600 for (float f : out){if (f > max) max = f;}1601 audioSamples.clear();1603 if (max > 0.1){1604 entity.getMaterial().setColor("Color", ColorRGBA.Green);1605 }1606 else {1607 entity.getMaterial().setColor("Color", ColorRGBA.Gray);1608 }1609 #+END_SRC1610 #+end_listing1612 #+caption: First ever simulation of multiple listeners in =CORTEX=.1613 #+caption: Each cube is a creature which processes sound data with1614 #+caption: the =process= function from listing \ref{sound-test}.1615 #+caption: the ball is constantly emitting a pure tone of1616 #+caption: constant volume. As it approaches the cubes, they each1617 #+caption: change color in response to the sound.1618 #+name: sound-cubes.1619 #+ATTR_LaTeX: :width 10cm1620 [[./images/java-hearing-test.png]]1622 This system of hearing has also been co-opted by the1623 jMonkeyEngine3 community and is used to record audio for demo1624 videos.1626 ** Hundreds of hair-like elements provide a sense of touch1628 Touch is critical to navigation and spatial reasoning and as such I1629 need a simulated version of it to give to my AI creatures.1631 Human skin has a wide array of touch sensors, each of which1632 specialize in detecting different vibrational modes and pressures.1633 These sensors can integrate a vast expanse of skin (i.e. your1634 entire palm), or a tiny patch of skin at the tip of your finger.1635 The hairs of the skin help detect objects before they even come1636 into contact with the skin proper.1638 However, touch in my simulated world can not exactly correspond to1639 human touch because my creatures are made out of completely rigid1640 segments that don't deform like human skin.1642 Instead of measuring deformation or vibration, I surround each1643 rigid part with a plenitude of hair-like objects (/feelers/) which1644 do not interact with the physical world. Physical objects can pass1645 through them with no effect. The feelers are able to tell when1646 other objects pass through them, and they constantly report how1647 much of their extent is covered. So even though the creature's body1648 parts do not deform, the feelers create a margin around those body1649 parts which achieves a sense of touch which is a hybrid between a1650 human's sense of deformation and sense from hairs.1652 Implementing touch in jMonkeyEngine follows a different technical1653 route than vision and hearing. Those two senses piggybacked off1654 jMonkeyEngine's 3D audio and video rendering subsystems. To1655 simulate touch, I use jMonkeyEngine's physics system to execute1656 many small collision detections, one for each feeler. The placement1657 of the feelers is determined by a UV-mapped image which shows where1658 each feeler should be on the 3D surface of the body.1660 *** Defining Touch Meta-Data in Blender1662 Each geometry can have a single UV map which describes the1663 position of the feelers which will constitute its sense of touch.1664 This image path is stored under the ``touch'' key. The image itself1665 is black and white, with black meaning a feeler length of 0 (no1666 feeler is present) and white meaning a feeler length of =scale=,1667 which is a float stored under the key "scale".1669 #+caption: Touch does not use empty nodes, to store metadata,1670 #+caption: because the metadata of each solid part of a1671 #+caption: creature's body is sufficient.1672 #+name: touch-meta-data1673 #+begin_listing clojure1674 #+BEGIN_SRC clojure1675 (defn tactile-sensor-profile1676 "Return the touch-sensor distribution image in BufferedImage format,1677 or nil if it does not exist."1678 [#^Geometry obj]1679 (if-let [image-path (meta-data obj "touch")]1680 (load-image image-path)))1682 (defn tactile-scale1683 "Return the length of each feeler. Default scale is 0.011684 jMonkeyEngine units."1685 [#^Geometry obj]1686 (if-let [scale (meta-data obj "scale")]1687 scale 0.1))1688 #+END_SRC1689 #+end_listing1691 Here is an example of a UV-map which specifies the position of1692 touch sensors along the surface of the upper segment of a fingertip.1694 #+caption: This is the tactile-sensor-profile for the upper segment1695 #+caption: of a fingertip. It defines regions of high touch sensitivity1696 #+caption: (where there are many white pixels) and regions of low1697 #+caption: sensitivity (where white pixels are sparse).1698 #+name: fingertip-UV1699 #+ATTR_LaTeX: :width 13cm1700 [[./images/finger-UV.png]]1702 *** Implementation Summary1704 To simulate touch there are three conceptual steps. For each solid1705 object in the creature, you first have to get UV image and scale1706 parameter which define the position and length of the feelers.1707 Then, you use the triangles which comprise the mesh and the UV1708 data stored in the mesh to determine the world-space position and1709 orientation of each feeler. Then once every frame, update these1710 positions and orientations to match the current position and1711 orientation of the object, and use physics collision detection to1712 gather tactile data.1714 Extracting the meta-data has already been described. The third1715 step, physics collision detection, is handled in =touch-kernel=.1716 Translating the positions and orientations of the feelers from the1717 UV-map to world-space is itself a three-step process.1719 - Find the triangles which make up the mesh in pixel-space and in1720 world-space. \\(=triangles=, =pixel-triangles=).1722 - Find the coordinates of each feeler in world-space. These are1723 the origins of the feelers. (=feeler-origins=).1725 - Calculate the normals of the triangles in world space, and add1726 them to each of the origins of the feelers. These are the1727 normalized coordinates of the tips of the feelers.1728 (=feeler-tips=).1730 *** Triangle Math1732 The rigid objects which make up a creature have an underlying1733 =Geometry=, which is a =Mesh= plus a =Material= and other1734 important data involved with displaying the object.1736 A =Mesh= is composed of =Triangles=, and each =Triangle= has three1737 vertices which have coordinates in world space and UV space.1739 Here, =triangles= gets all the world-space triangles which1740 comprise a mesh, while =pixel-triangles= gets those same triangles1741 expressed in pixel coordinates (which are UV coordinates scaled to1742 fit the height and width of the UV image).1744 #+caption: Programs to extract triangles from a geometry and get1745 #+caption: their vertices in both world and UV-coordinates.1746 #+name: get-triangles1747 #+begin_listing clojure1748 #+BEGIN_SRC clojure1749 (defn triangle1750 "Get the triangle specified by triangle-index from the mesh."1751 [#^Geometry geo triangle-index]1752 (triangle-seq1753 (let [scratch (Triangle.)]1754 (.getTriangle (.getMesh geo) triangle-index scratch) scratch)))1756 (defn triangles1757 "Return a sequence of all the Triangles which comprise a given1758 Geometry."1759 [#^Geometry geo]1760 (map (partial triangle geo) (range (.getTriangleCount (.getMesh geo)))))1762 (defn triangle-vertex-indices1763 "Get the triangle vertex indices of a given triangle from a given1764 mesh."1765 [#^Mesh mesh triangle-index]1766 (let [indices (int-array 3)]1767 (.getTriangle mesh triangle-index indices)1768 (vec indices)))1770 (defn vertex-UV-coord1771 "Get the UV-coordinates of the vertex named by vertex-index"1772 [#^Mesh mesh vertex-index]1773 (let [UV-buffer1774 (.getData1775 (.getBuffer1776 mesh1777 VertexBuffer$Type/TexCoord))]1778 [(.get UV-buffer (* vertex-index 2))1779 (.get UV-buffer (+ 1 (* vertex-index 2)))]))1781 (defn pixel-triangle [#^Geometry geo image index]1782 (let [mesh (.getMesh geo)1783 width (.getWidth image)1784 height (.getHeight image)]1785 (vec (map (fn [[u v]] (vector (* width u) (* height v)))1786 (map (partial vertex-UV-coord mesh)1787 (triangle-vertex-indices mesh index))))))1789 (defn pixel-triangles1790 "The pixel-space triangles of the Geometry, in the same order as1791 (triangles geo)"1792 [#^Geometry geo image]1793 (let [height (.getHeight image)1794 width (.getWidth image)]1795 (map (partial pixel-triangle geo image)1796 (range (.getTriangleCount (.getMesh geo))))))1797 #+END_SRC1798 #+end_listing1800 *** The Affine Transform from one Triangle to Another1802 =pixel-triangles= gives us the mesh triangles expressed in pixel1803 coordinates and =triangles= gives us the mesh triangles expressed1804 in world coordinates. The tactile-sensor-profile gives the1805 position of each feeler in pixel-space. In order to convert1806 pixel-space coordinates into world-space coordinates we need1807 something that takes coordinates on the surface of one triangle1808 and gives the corresponding coordinates on the surface of another1809 triangle.1811 Triangles are [[http://mathworld.wolfram.com/AffineTransformation.html ][affine]], which means any triangle can be transformed1812 into any other by a combination of translation, scaling, and1813 rotation. The affine transformation from one triangle to another1814 is readily computable if the triangle is expressed in terms of a1815 $4x4$ matrix.1817 #+BEGIN_LaTeX1818 $$1819 \begin{bmatrix}1820 x_1 & x_2 & x_3 & n_x \\1821 y_1 & y_2 & y_3 & n_y \\1822 z_1 & z_2 & z_3 & n_z \\1823 1 & 1 & 1 & 11824 \end{bmatrix}1825 $$1826 #+END_LaTeX1828 Here, the first three columns of the matrix are the vertices of1829 the triangle. The last column is the right-handed unit normal of1830 the triangle.1832 With two triangles $T_{1}$ and $T_{2}$ each expressed as a1833 matrix like above, the affine transform from $T_{1}$ to $T_{2}$1834 is $T_{2}T_{1}^{-1}$.1836 The clojure code below recapitulates the formulas above, using1837 jMonkeyEngine's =Matrix4f= objects, which can describe any affine1838 transformation.1840 #+caption: Program to interpret triangles as affine transforms.1841 #+name: triangle-affine1842 #+begin_listing clojure1843 #+BEGIN_SRC clojure1844 (defn triangle->matrix4f1845 "Converts the triangle into a 4x4 matrix: The first three columns1846 contain the vertices of the triangle; the last contains the unit1847 normal of the triangle. The bottom row is filled with 1s."1848 [#^Triangle t]1849 (let [mat (Matrix4f.)1850 [vert-1 vert-2 vert-3]1851 (mapv #(.get t %) (range 3))1852 unit-normal (do (.calculateNormal t)(.getNormal t))1853 vertices [vert-1 vert-2 vert-3 unit-normal]]1854 (dorun1855 (for [row (range 4) col (range 3)]1856 (do1857 (.set mat col row (.get (vertices row) col))1858 (.set mat 3 row 1)))) mat))1860 (defn triangles->affine-transform1861 "Returns the affine transformation that converts each vertex in the1862 first triangle into the corresponding vertex in the second1863 triangle."1864 [#^Triangle tri-1 #^Triangle tri-2]1865 (.mult1866 (triangle->matrix4f tri-2)1867 (.invert (triangle->matrix4f tri-1))))1868 #+END_SRC1869 #+end_listing1871 *** Triangle Boundaries1873 For efficiency's sake I will divide the tactile-profile image into1874 small squares which inscribe each pixel-triangle, then extract the1875 points which lie inside the triangle and map them to 3D-space using1876 =triangle-transform= above. To do this I need a function,1877 =convex-bounds= which finds the smallest box which inscribes a 2D1878 triangle.1880 =inside-triangle?= determines whether a point is inside a triangle1881 in 2D pixel-space.1883 #+caption: Program to efficiently determine point inclusion1884 #+caption: in a triangle.1885 #+name: in-triangle1886 #+begin_listing clojure1887 #+BEGIN_SRC clojure1888 (defn convex-bounds1889 "Returns the smallest square containing the given vertices, as a1890 vector of integers [left top width height]."1891 [verts]1892 (let [xs (map first verts)1893 ys (map second verts)1894 x0 (Math/floor (apply min xs))1895 y0 (Math/floor (apply min ys))1896 x1 (Math/ceil (apply max xs))1897 y1 (Math/ceil (apply max ys))]1898 [x0 y0 (- x1 x0) (- y1 y0)]))1900 (defn same-side?1901 "Given the points p1 and p2 and the reference point ref, is point p1902 on the same side of the line that goes through p1 and p2 as ref is?"1903 [p1 p2 ref p]1904 (<=1905 01906 (.dot1907 (.cross (.subtract p2 p1) (.subtract p p1))1908 (.cross (.subtract p2 p1) (.subtract ref p1)))))1910 (defn inside-triangle?1911 "Is the point inside the triangle?"1912 {:author "Dylan Holmes"}1913 [#^Triangle tri #^Vector3f p]1914 (let [[vert-1 vert-2 vert-3] [(.get1 tri) (.get2 tri) (.get3 tri)]]1915 (and1916 (same-side? vert-1 vert-2 vert-3 p)1917 (same-side? vert-2 vert-3 vert-1 p)1918 (same-side? vert-3 vert-1 vert-2 p))))1919 #+END_SRC1920 #+end_listing1922 *** Feeler Coordinates1924 The triangle-related functions above make short work of1925 calculating the positions and orientations of each feeler in1926 world-space.1928 #+caption: Program to get the coordinates of ``feelers '' in1929 #+caption: both world and UV-coordinates.1930 #+name: feeler-coordinates1931 #+begin_listing clojure1932 #+BEGIN_SRC clojure1933 (defn feeler-pixel-coords1934 "Returns the coordinates of the feelers in pixel space in lists, one1935 list for each triangle, ordered in the same way as (triangles) and1936 (pixel-triangles)."1937 [#^Geometry geo image]1938 (map1939 (fn [pixel-triangle]1940 (filter1941 (fn [coord]1942 (inside-triangle? (->triangle pixel-triangle)1943 (->vector3f coord)))1944 (white-coordinates image (convex-bounds pixel-triangle))))1945 (pixel-triangles geo image)))1947 (defn feeler-world-coords1948 "Returns the coordinates of the feelers in world space in lists, one1949 list for each triangle, ordered in the same way as (triangles) and1950 (pixel-triangles)."1951 [#^Geometry geo image]1952 (let [transforms1953 (map #(triangles->affine-transform1954 (->triangle %1) (->triangle %2))1955 (pixel-triangles geo image)1956 (triangles geo))]1957 (map (fn [transform coords]1958 (map #(.mult transform (->vector3f %)) coords))1959 transforms (feeler-pixel-coords geo image))))1960 #+END_SRC1961 #+end_listing1963 #+caption: Program to get the position of the base and tip of1964 #+caption: each ``feeler''1965 #+name: feeler-tips1966 #+begin_listing clojure1967 #+BEGIN_SRC clojure1968 (defn feeler-origins1969 "The world space coordinates of the root of each feeler."1970 [#^Geometry geo image]1971 (reduce concat (feeler-world-coords geo image)))1973 (defn feeler-tips1974 "The world space coordinates of the tip of each feeler."1975 [#^Geometry geo image]1976 (let [world-coords (feeler-world-coords geo image)1977 normals1978 (map1979 (fn [triangle]1980 (.calculateNormal triangle)1981 (.clone (.getNormal triangle)))1982 (map ->triangle (triangles geo)))]1984 (mapcat (fn [origins normal]1985 (map #(.add % normal) origins))1986 world-coords normals)))1988 (defn touch-topology1989 [#^Geometry geo image]1990 (collapse (reduce concat (feeler-pixel-coords geo image))))1991 #+END_SRC1992 #+end_listing1994 *** Simulated Touch1996 Now that the functions to construct feelers are complete,1997 =touch-kernel= generates functions to be called from within a1998 simulation that perform the necessary physics collisions to1999 collect tactile data, and =touch!= recursively applies it to every2000 node in the creature.2002 #+caption: Efficient program to transform a ray from2003 #+caption: one position to another.2004 #+name: set-ray2005 #+begin_listing clojure2006 #+BEGIN_SRC clojure2007 (defn set-ray [#^Ray ray #^Matrix4f transform2008 #^Vector3f origin #^Vector3f tip]2009 ;; Doing everything locally reduces garbage collection by enough to2010 ;; be worth it.2011 (.mult transform origin (.getOrigin ray))2012 (.mult transform tip (.getDirection ray))2013 (.subtractLocal (.getDirection ray) (.getOrigin ray))2014 (.normalizeLocal (.getDirection ray)))2015 #+END_SRC2016 #+end_listing2018 #+caption: This is the core of touch in =CORTEX= each feeler2019 #+caption: follows the object it is bound to, reporting any2020 #+caption: collisions that may happen.2021 #+name: touch-kernel2022 #+begin_listing clojure2023 #+BEGIN_SRC clojure2024 (defn touch-kernel2025 "Constructs a function which will return tactile sensory data from2026 'geo when called from inside a running simulation"2027 [#^Geometry geo]2028 (if-let2029 [profile (tactile-sensor-profile geo)]2030 (let [ray-reference-origins (feeler-origins geo profile)2031 ray-reference-tips (feeler-tips geo profile)2032 ray-length (tactile-scale geo)2033 current-rays (map (fn [_] (Ray.)) ray-reference-origins)2034 topology (touch-topology geo profile)2035 correction (float (* ray-length -0.2))]2036 ;; slight tolerance for very close collisions.2037 (dorun2038 (map (fn [origin tip]2039 (.addLocal origin (.mult (.subtract tip origin)2040 correction)))2041 ray-reference-origins ray-reference-tips))2042 (dorun (map #(.setLimit % ray-length) current-rays))2043 (fn [node]2044 (let [transform (.getWorldMatrix geo)]2045 (dorun2046 (map (fn [ray ref-origin ref-tip]2047 (set-ray ray transform ref-origin ref-tip))2048 current-rays ray-reference-origins2049 ray-reference-tips))2050 (vector2051 topology2052 (vec2053 (for [ray current-rays]2054 (do2055 (let [results (CollisionResults.)]2056 (.collideWith node ray results)2057 (let [touch-objects2058 (filter #(not (= geo (.getGeometry %)))2059 results)2060 limit (.getLimit ray)]2061 [(if (empty? touch-objects)2062 limit2063 (let [response2064 (apply min (map #(.getDistance %)2065 touch-objects))]2066 (FastMath/clamp2067 (float2068 (if (> response limit) (float 0.0)2069 (+ response correction)))2070 (float 0.0)2071 limit)))2072 limit])))))))))))2073 #+END_SRC2074 #+end_listing2076 Armed with the =touch!= function, =CORTEX= becomes capable of2077 giving creatures a sense of touch. A simple test is to create a2078 cube that is outfitted with a uniform distribution of touch2079 sensors. It can feel the ground and any balls that it touches.2081 #+caption: =CORTEX= interface for creating touch in a simulated2082 #+caption: creature.2083 #+name: touch2084 #+begin_listing clojure2085 #+BEGIN_SRC clojure2086 (defn touch!2087 "Endow the creature with the sense of touch. Returns a sequence of2088 functions, one for each body part with a tactile-sensor-profile,2089 each of which when called returns sensory data for that body part."2090 [#^Node creature]2091 (filter2092 (comp not nil?)2093 (map touch-kernel2094 (filter #(isa? (class %) Geometry)2095 (node-seq creature)))))2096 #+END_SRC2097 #+end_listing2099 The tactile-sensor-profile image for the touch cube is a simple2100 cross with a uniform distribution of touch sensors:2102 #+caption: The touch profile for the touch-cube. Each pure white2103 #+caption: pixel defines a touch sensitive feeler.2104 #+name: touch-cube-uv-map2105 #+ATTR_LaTeX: :width 7cm2106 [[./images/touch-profile.png]]2108 #+caption: The touch cube reacts to cannonballs. The black, red,2109 #+caption: and white cross on the right is a visual display of2110 #+caption: the creature's touch. White means that it is feeling2111 #+caption: something strongly, black is not feeling anything,2112 #+caption: and gray is in-between. The cube can feel both the2113 #+caption: floor and the ball. Notice that when the ball causes2114 #+caption: the cube to tip, that the bottom face can still feel2115 #+caption: part of the ground.2116 #+name: touch-cube-uv-map-22117 #+ATTR_LaTeX: :width 15cm2118 [[./images/touch-cube.png]]2120 ** Proprioception provides knowledge of your own body's position2122 Close your eyes, and touch your nose with your right index finger.2123 How did you do it? You could not see your hand, and neither your2124 hand nor your nose could use the sense of touch to guide the path2125 of your hand. There are no sound cues, and Taste and Smell2126 certainly don't provide any help. You know where your hand is2127 without your other senses because of Proprioception.2129 Humans can sometimes loose this sense through viral infections or2130 damage to the spinal cord or brain, and when they do, they loose2131 the ability to control their own bodies without looking directly at2132 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 a2133 Hat]] (\cite{man-wife-hat}), a woman named Christina looses this2134 sense and has to learn how to move by carefully watching her arms2135 and legs. She describes proprioception as the "eyes of the body,2136 the way the body sees itself".2138 Proprioception in humans is mediated by [[http://en.wikipedia.org/wiki/Articular_capsule][joint capsules]], [[http://en.wikipedia.org/wiki/Muscle_spindle][muscle2139 spindles]], and the [[http://en.wikipedia.org/wiki/Golgi_tendon_organ][Golgi tendon organs]]. These measure the relative2140 positions of each body part by monitoring muscle strain and length.2142 It's clear that this is a vital sense for fluid, graceful movement.2143 It's also particularly easy to implement in jMonkeyEngine.2145 My simulated proprioception calculates the relative angles of each2146 joint from the rest position defined in the blender file. This2147 simulates the muscle-spindles and joint capsules. I will deal with2148 Golgi tendon organs, which calculate muscle strain, in the next2149 section.2151 *** Helper functions2153 =absolute-angle= calculates the angle between two vectors,2154 relative to a third axis vector. This angle is the number of2155 radians you have to move counterclockwise around the axis vector2156 to get from the first to the second vector. It is not commutative2157 like a normal dot-product angle is.2159 The purpose of these functions is to build a system of angle2160 measurement that is biologically plausible.2162 #+caption: Program to measure angles along a vector2163 #+name: helpers2164 #+begin_listing clojure2165 #+BEGIN_SRC clojure2166 (defn right-handed?2167 "true iff the three vectors form a right handed coordinate2168 system. The three vectors do not have to be normalized or2169 orthogonal."2170 [vec1 vec2 vec3]2171 (pos? (.dot (.cross vec1 vec2) vec3)))2173 (defn absolute-angle2174 "The angle between 'vec1 and 'vec2 around 'axis. In the range2175 [0 (* 2 Math/PI)]."2176 [vec1 vec2 axis]2177 (let [angle (.angleBetween vec1 vec2)]2178 (if (right-handed? vec1 vec2 axis)2179 angle (- (* 2 Math/PI) angle))))2180 #+END_SRC2181 #+end_listing2183 *** Proprioception Kernel2185 Given a joint, =proprioception-kernel= produces a function that2186 calculates the Euler angles between the objects the joint2187 connects. The only tricky part here is making the angles relative2188 to the joint's initial ``straightness''.2190 #+caption: Program to return biologically reasonable proprioceptive2191 #+caption: data for each joint.2192 #+name: proprioception2193 #+begin_listing clojure2194 #+BEGIN_SRC clojure2195 (defn proprioception-kernel2196 "Returns a function which returns proprioceptive sensory data when2197 called inside a running simulation."2198 [#^Node parts #^Node joint]2199 (let [[obj-a obj-b] (joint-targets parts joint)2200 joint-rot (.getWorldRotation joint)2201 x0 (.mult joint-rot Vector3f/UNIT_X)2202 y0 (.mult joint-rot Vector3f/UNIT_Y)2203 z0 (.mult joint-rot Vector3f/UNIT_Z)]2204 (fn []2205 (let [rot-a (.clone (.getWorldRotation obj-a))2206 rot-b (.clone (.getWorldRotation obj-b))2207 x (.mult rot-a x0)2208 y (.mult rot-a y0)2209 z (.mult rot-a z0)2211 X (.mult rot-b x0)2212 Y (.mult rot-b y0)2213 Z (.mult rot-b z0)2214 heading (Math/atan2 (.dot X z) (.dot X x))2215 pitch (Math/atan2 (.dot X y) (.dot X x))2217 ;; rotate x-vector back to origin2218 reverse2219 (doto (Quaternion.)2220 (.fromAngleAxis2221 (.angleBetween X x)2222 (let [cross (.normalize (.cross X x))]2223 (if (= 0 (.length cross)) y cross))))2224 roll (absolute-angle (.mult reverse Y) y x)]2225 [heading pitch roll]))))2227 (defn proprioception!2228 "Endow the creature with the sense of proprioception. Returns a2229 sequence of functions, one for each child of the \"joints\" node in2230 the creature, which each report proprioceptive information about2231 that joint."2232 [#^Node creature]2233 ;; extract the body's joints2234 (let [senses (map (partial proprioception-kernel creature)2235 (joints creature))]2236 (fn []2237 (map #(%) senses))))2238 #+END_SRC2239 #+end_listing2241 =proprioception!= maps =proprioception-kernel= across all the2242 joints of the creature. It uses the same list of joints that2243 =joints= uses. Proprioception is the easiest sense to implement in2244 =CORTEX=, and it will play a crucial role when efficiently2245 implementing empathy.2247 #+caption: In the upper right corner, the three proprioceptive2248 #+caption: angle measurements are displayed. Red is yaw, Green is2249 #+caption: pitch, and White is roll.2250 #+name: proprio2251 #+ATTR_LaTeX: :width 11cm2252 [[./images/proprio.png]]2254 ** Muscles contain both sensors and effectors2256 Surprisingly enough, terrestrial creatures only move by using2257 torque applied about their joints. There's not a single straight2258 line of force in the human body at all! (A straight line of force2259 would correspond to some sort of jet or rocket propulsion.)2261 In humans, muscles are composed of muscle fibers which can contract2262 to exert force. The muscle fibers which compose a muscle are2263 partitioned into discrete groups which are each controlled by a2264 single alpha motor neuron. A single alpha motor neuron might2265 control as little as three or as many as one thousand muscle2266 fibers. When the alpha motor neuron is engaged by the spinal cord,2267 it activates all of the muscle fibers to which it is attached. The2268 spinal cord generally engages the alpha motor neurons which control2269 few muscle fibers before the motor neurons which control many2270 muscle fibers. This recruitment strategy allows for precise2271 movements at low strength. The collection of all motor neurons that2272 control a muscle is called the motor pool. The brain essentially2273 says "activate 30% of the motor pool" and the spinal cord recruits2274 motor neurons until 30% are activated. Since the distribution of2275 power among motor neurons is unequal and recruitment goes from2276 weakest to strongest, the first 30% of the motor pool might be 5%2277 of the strength of the muscle.2279 My simulated muscles follow a similar design: Each muscle is2280 defined by a 1-D array of numbers (the "motor pool"). Each entry in2281 the array represents a motor neuron which controls a number of2282 muscle fibers equal to the value of the entry. Each muscle has a2283 scalar strength factor which determines the total force the muscle2284 can exert when all motor neurons are activated. The effector2285 function for a muscle takes a number to index into the motor pool,2286 and then "activates" all the motor neurons whose index is lower or2287 equal to the number. Each motor-neuron will apply force in2288 proportion to its value in the array. Lower values cause less2289 force. The lower values can be put at the "beginning" of the 1-D2290 array to simulate the layout of actual human muscles, which are2291 capable of more precise movements when exerting less force. Or, the2292 motor pool can simulate more exotic recruitment strategies which do2293 not correspond to human muscles.2295 This 1D array is defined in an image file for ease of2296 creation/visualization. Here is an example muscle profile image.2298 #+caption: A muscle profile image that describes the strengths2299 #+caption: of each motor neuron in a muscle. White is weakest2300 #+caption: and dark red is strongest. This particular pattern2301 #+caption: has weaker motor neurons at the beginning, just2302 #+caption: like human muscle.2303 #+name: muscle-recruit2304 #+ATTR_LaTeX: :width 7cm2305 [[./images/basic-muscle.png]]2307 *** Muscle meta-data2309 #+caption: Program to deal with loading muscle data from a blender2310 #+caption: file's metadata.2311 #+name: motor-pool2312 #+begin_listing clojure2313 #+BEGIN_SRC clojure2314 (defn muscle-profile-image2315 "Get the muscle-profile image from the node's blender meta-data."2316 [#^Node muscle]2317 (if-let [image (meta-data muscle "muscle")]2318 (load-image image)))2320 (defn muscle-strength2321 "Return the strength of this muscle, or 1 if it is not defined."2322 [#^Node muscle]2323 (if-let [strength (meta-data muscle "strength")]2324 strength 1))2326 (defn motor-pool2327 "Return a vector where each entry is the strength of the \"motor2328 neuron\" at that part in the muscle."2329 [#^Node muscle]2330 (let [profile (muscle-profile-image muscle)]2331 (vec2332 (let [width (.getWidth profile)]2333 (for [x (range width)]2334 (- 2552335 (bit-and2336 0x0000FF2337 (.getRGB profile x 0))))))))2338 #+END_SRC2339 #+end_listing2341 Of note here is =motor-pool= which interprets the muscle-profile2342 image in a way that allows me to use gradients between white and2343 red, instead of shades of gray as I've been using for all the2344 other senses. This is purely an aesthetic touch.2346 *** Creating muscles2348 #+caption: This is the core movement function in =CORTEX=, which2349 #+caption: implements muscles that report on their activation.2350 #+name: muscle-kernel2351 #+begin_listing clojure2352 #+BEGIN_SRC clojure2353 (defn movement-kernel2354 "Returns a function which when called with a integer value inside a2355 running simulation will cause movement in the creature according2356 to the muscle's position and strength profile. Each function2357 returns the amount of force applied / max force."2358 [#^Node creature #^Node muscle]2359 (let [target (closest-node creature muscle)2360 axis2361 (.mult (.getWorldRotation muscle) Vector3f/UNIT_Y)2362 strength (muscle-strength muscle)2364 pool (motor-pool muscle)2365 pool-integral (reductions + pool)2366 forces2367 (vec (map #(float (* strength (/ % (last pool-integral))))2368 pool-integral))2369 control (.getControl target RigidBodyControl)]2370 ;;(println-repl (.getName target) axis)2371 (fn [n]2372 (let [pool-index (max 0 (min n (dec (count pool))))2373 force (forces pool-index)]2374 (.applyTorque control (.mult axis force))2375 (float (/ force strength))))))2377 (defn movement!2378 "Endow the creature with the power of movement. Returns a sequence2379 of functions, each of which accept an integer value and will2380 activate their corresponding muscle."2381 [#^Node creature]2382 (for [muscle (muscles creature)]2383 (movement-kernel creature muscle)))2384 #+END_SRC2385 #+end_listing2388 =movement-kernel= creates a function that controls the movement2389 of the nearest physical node to the muscle node. The muscle exerts2390 a rotational force dependent on it's orientation to the object in2391 the blender file. The function returned by =movement-kernel= is2392 also a sense function: it returns the percent of the total muscle2393 strength that is currently being employed. This is analogous to2394 muscle tension in humans and completes the sense of proprioception2395 begun in the last section.2397 ** =CORTEX= brings complex creatures to life!2399 The ultimate test of =CORTEX= is to create a creature with the full2400 gamut of senses and put it though its paces.2402 With all senses enabled, my right hand model looks like an2403 intricate marionette hand with several strings for each finger:2405 #+caption: View of the hand model with all sense nodes. You can see2406 #+caption: the joint, muscle, ear, and eye nodes here.2407 #+name: hand-nodes-12408 #+ATTR_LaTeX: :width 11cm2409 [[./images/hand-with-all-senses2.png]]2411 #+caption: An alternate view of the hand.2412 #+name: hand-nodes-22413 #+ATTR_LaTeX: :width 15cm2414 [[./images/hand-with-all-senses3.png]]2416 With the hand fully rigged with senses, I can run it though a test2417 that will test everything.2419 #+caption: A full test of the hand with all senses. Note especially2420 #+caption: the interactions the hand has with itself: it feels2421 #+caption: its own palm and fingers, and when it curls its fingers,2422 #+caption: it sees them with its eye (which is located in the center2423 #+caption: of the palm. The red block appears with a pure tone sound.2424 #+caption: The hand then uses its muscles to launch the cube!2425 #+name: integration2426 #+ATTR_LaTeX: :width 16cm2427 [[./images/integration.png]]2429 ** =CORTEX= enables many possibilities for further research2431 Often times, the hardest part of building a system involving2432 creatures is dealing with physics and graphics. =CORTEX= removes2433 much of this initial difficulty and leaves researchers free to2434 directly pursue their ideas. I hope that even undergrads with a2435 passing curiosity about simulated touch or creature evolution will2436 be able to use cortex for experimentation. =CORTEX= is a completely2437 simulated world, and far from being a disadvantage, its simulated2438 nature enables you to create senses and creatures that would be2439 impossible to make in the real world.2441 While not by any means a complete list, here are some paths2442 =CORTEX= is well suited to help you explore:2444 - Empathy :: my empathy program leaves many areas for2445 improvement, among which are using vision to infer2446 proprioception and looking up sensory experience with imagined2447 vision, touch, and sound.2448 - Evolution :: Karl Sims created a rich environment for simulating2449 the evolution of creatures on a Connection Machine2450 (\cite{sims-evolving-creatures}). Today, this can be redone2451 and expanded with =CORTEX= on an ordinary computer.2452 - Exotic senses :: Cortex enables many fascinating senses that are2453 not possible to build in the real world. For example,2454 telekinesis is an interesting avenue to explore. You can also2455 make a ``semantic'' sense which looks up metadata tags on2456 objects in the environment the metadata tags might contain2457 other sensory information.2458 - Imagination via subworlds :: this would involve a creature with2459 an effector which creates an entire new sub-simulation where2460 the creature has direct control over placement/creation of2461 objects via simulated telekinesis. The creature observes this2462 sub-world through its normal senses and uses its observations2463 to make predictions about its top level world.2464 - Simulated prescience :: step the simulation forward a few ticks,2465 gather sensory data, then supply this data for the creature as2466 one of its actual senses. The cost of prescience is slowing2467 the simulation down by a factor proportional to however far2468 you want the entities to see into the future. What happens2469 when two evolved creatures that can each see into the future2470 fight each other?2471 - Swarm creatures :: Program a group of creatures that cooperate2472 with each other. Because the creatures would be simulated, you2473 could investigate computationally complex rules of behavior2474 which still, from the group's point of view, would happen in2475 real time. Interactions could be as simple as cellular2476 organisms communicating via flashing lights, or as complex as2477 humanoids completing social tasks, etc.2478 - =HACKER= for writing muscle-control programs :: Presented with a2479 low-level muscle control / sense API, generate higher level2480 programs for accomplishing various stated goals. Example goals2481 might be "extend all your fingers" or "move your hand into the2482 area with blue light" or "decrease the angle of this joint".2483 It would be like Sussman's HACKER, except it would operate2484 with much more data in a more realistic world. Start off with2485 "calisthenics" to develop subroutines over the motor control2486 API. The low level programming code might be a turning machine2487 that could develop programs to iterate over a "tape" where2488 each entry in the tape could control recruitment of the fibers2489 in a muscle.2490 - Sense fusion :: There is much work to be done on sense2491 integration -- building up a coherent picture of the world and2492 the things in it. With =CORTEX= as a base, you can explore2493 concepts like self-organizing maps or cross modal clustering2494 in ways that have never before been tried.2495 - Inverse kinematics :: experiments in sense guided motor control2496 are easy given =CORTEX='s support -- you can get right to the2497 hard control problems without worrying about physics or2498 senses.2500 \newpage2502 * =EMPATH=: action recognition in a simulated worm2504 Here I develop a computational model of empathy, using =CORTEX= as a2505 base. Empathy in this context is the ability to observe another2506 creature and infer what sorts of sensations that creature is2507 feeling. My empathy algorithm involves multiple phases. First is2508 free-play, where the creature moves around and gains sensory2509 experience. From this experience I construct a representation of the2510 creature's sensory state space, which I call \Phi-space. Using2511 \Phi-space, I construct an efficient function which takes the2512 limited data that comes from observing another creature and enriches2513 it with a full compliment of imagined sensory data. I can then use2514 the imagined sensory data to recognize what the observed creature is2515 doing and feeling, using straightforward embodied action predicates.2516 This is all demonstrated with using a simple worm-like creature, and2517 recognizing worm-actions based on limited data.2519 #+caption: Here is the worm with which we will be working.2520 #+caption: It is composed of 5 segments. Each segment has a2521 #+caption: pair of extensor and flexor muscles. Each of the2522 #+caption: worm's four joints is a hinge joint which allows2523 #+caption: about 30 degrees of rotation to either side. Each segment2524 #+caption: of the worm is touch-capable and has a uniform2525 #+caption: distribution of touch sensors on each of its faces.2526 #+caption: Each joint has a proprioceptive sense to detect2527 #+caption: relative positions. The worm segments are all the2528 #+caption: same except for the first one, which has a much2529 #+caption: higher weight than the others to allow for easy2530 #+caption: manual motor control.2531 #+name: basic-worm-view2532 #+ATTR_LaTeX: :width 10cm2533 [[./images/basic-worm-view.png]]2535 #+caption: Program for reading a worm from a blender file and2536 #+caption: outfitting it with the senses of proprioception,2537 #+caption: touch, and the ability to move, as specified in the2538 #+caption: blender file.2539 #+name: get-worm2540 #+begin_listing clojure2541 #+begin_src clojure2542 (defn worm []2543 (let [model (load-blender-model "Models/worm/worm.blend")]2544 {:body (doto model (body!))2545 :touch (touch! model)2546 :proprioception (proprioception! model)2547 :muscles (movement! model)}))2548 #+end_src2549 #+end_listing2551 ** Embodiment factors action recognition into manageable parts2553 Using empathy, I divide the problem of action recognition into a2554 recognition process expressed in the language of a full compliment2555 of senses, and an imaginative process that generates full sensory2556 data from partial sensory data. Splitting the action recognition2557 problem in this manner greatly reduces the total amount of work to2558 recognize actions: The imaginative process is mostly just matching2559 previous experience, and the recognition process gets to use all2560 the senses to directly describe any action.2562 ** Action recognition is easy with a full gamut of senses2564 Embodied representations using multiple senses such as touch,2565 proprioception, and muscle tension turns out be exceedingly2566 efficient at describing body-centered actions. It is the right2567 language for the job. For example, it takes only around 5 lines of2568 LISP code to describe the action of curling using embodied2569 primitives. It takes about 10 lines to describe the seemingly2570 complicated action of wiggling.2572 The following action predicates each take a stream of sensory2573 experience, observe however much of it they desire, and decide2574 whether the worm is doing the action they describe. =curled?=2575 relies on proprioception, =resting?= relies on touch, =wiggling?=2576 relies on a Fourier analysis of muscle contraction, and2577 =grand-circle?= relies on touch and reuses =curled?= in its2578 definition, showing how embodied predicates can be composed.2581 #+caption: Program for detecting whether the worm is curled. This is the2582 #+caption: simplest action predicate, because it only uses the last frame2583 #+caption: of sensory experience, and only uses proprioceptive data. Even2584 #+caption: this simple predicate, however, is automatically frame2585 #+caption: independent and ignores vermopomorphic\protect\footnotemark2586 #+caption: \space differences such as worm textures and colors.2587 #+name: curled2588 #+begin_listing clojure2589 #+begin_src clojure2590 (defn curled?2591 "Is the worm curled up?"2592 [experiences]2593 (every?2594 (fn [[_ _ bend]]2595 (> (Math/sin bend) 0.64))2596 (:proprioception (peek experiences))))2597 #+end_src2598 #+end_listing2600 #+BEGIN_LaTeX2601 \footnotetext{Like \emph{anthropomorphic} except for worms instead of humans.}2602 #+END_LaTeX2604 #+caption: Program for summarizing the touch information in a patch2605 #+caption: of skin.2606 #+name: touch-summary2607 #+begin_listing clojure2608 #+begin_src clojure2609 (defn contact2610 "Determine how much contact a particular worm segment has with2611 other objects. Returns a value between 0 and 1, where 1 is full2612 contact and 0 is no contact."2613 [touch-region [coords contact :as touch]]2614 (-> (zipmap coords contact)2615 (select-keys touch-region)2616 (vals)2617 (#(map first %))2618 (average)2619 (* 10)2620 (- 1)2621 (Math/abs)))2622 #+end_src2623 #+end_listing2626 #+caption: Program for detecting whether the worm is at rest. This program2627 #+caption: uses a summary of the tactile information from the underbelly2628 #+caption: of the worm, and is only true if every segment is touching the2629 #+caption: floor. Note that this function contains no references to2630 #+caption: proprioception at all.2631 #+name: resting2632 #+begin_listing clojure2633 #+begin_src clojure2634 (def worm-segment-bottom (rect-region [8 15] [14 22]))2636 (defn resting?2637 "Is the worm resting on the ground?"2638 [experiences]2639 (every?2640 (fn [touch-data]2641 (< 0.9 (contact worm-segment-bottom touch-data)))2642 (:touch (peek experiences))))2643 #+end_src2644 #+end_listing2646 #+caption: Program for detecting whether the worm is curled up into a2647 #+caption: full circle. Here the embodied approach begins to shine, as2648 #+caption: I am able to both use a previous action predicate (=curled?=)2649 #+caption: as well as the direct tactile experience of the head and tail.2650 #+name: grand-circle2651 #+begin_listing clojure2652 #+begin_src clojure2653 (def worm-segment-bottom-tip (rect-region [15 15] [22 22]))2655 (def worm-segment-top-tip (rect-region [0 15] [7 22]))2657 (defn grand-circle?2658 "Does the worm form a majestic circle (one end touching the other)?"2659 [experiences]2660 (and (curled? experiences)2661 (let [worm-touch (:touch (peek experiences))2662 tail-touch (worm-touch 0)2663 head-touch (worm-touch 4)]2664 (and (< 0.55 (contact worm-segment-bottom-tip tail-touch))2665 (< 0.55 (contact worm-segment-top-tip head-touch))))))2666 #+end_src2667 #+end_listing2670 #+caption: Program for detecting whether the worm has been wiggling for2671 #+caption: the last few frames. It uses a Fourier analysis of the muscle2672 #+caption: contractions of the worm's tail to determine wiggling. This is2673 #+caption: significant because there is no particular frame that clearly2674 #+caption: indicates that the worm is wiggling --- only when multiple frames2675 #+caption: are analyzed together is the wiggling revealed. Defining2676 #+caption: wiggling this way also gives the worm an opportunity to learn2677 #+caption: and recognize ``frustrated wiggling'', where the worm tries to2678 #+caption: wiggle but can't. Frustrated wiggling is very visually different2679 #+caption: from actual wiggling, but this definition gives it to us for free.2680 #+name: wiggling2681 #+begin_listing clojure2682 #+begin_src clojure2683 (defn fft [nums]2684 (map2685 #(.getReal %)2686 (.transform2687 (FastFourierTransformer. DftNormalization/STANDARD)2688 (double-array nums) TransformType/FORWARD)))2690 (def indexed (partial map-indexed vector))2692 (defn max-indexed [s]2693 (first (sort-by (comp - second) (indexed s))))2695 (defn wiggling?2696 "Is the worm wiggling?"2697 [experiences]2698 (let [analysis-interval 0x40]2699 (when (> (count experiences) analysis-interval)2700 (let [a-flex 32701 a-ex 22702 muscle-activity2703 (map :muscle (vector:last-n experiences analysis-interval))2704 base-activity2705 (map #(- (% a-flex) (% a-ex)) muscle-activity)]2706 (= 22707 (first2708 (max-indexed2709 (map #(Math/abs %)2710 (take 20 (fft base-activity))))))))))2711 #+end_src2712 #+end_listing2714 With these action predicates, I can now recognize the actions of2715 the worm while it is moving under my control and I have access to2716 all the worm's senses.2718 #+caption: Use the action predicates defined earlier to report on2719 #+caption: what the worm is doing while in simulation.2720 #+name: report-worm-activity2721 #+begin_listing clojure2722 #+begin_src clojure2723 (defn debug-experience2724 [experiences text]2725 (cond2726 (grand-circle? experiences) (.setText text "Grand Circle")2727 (curled? experiences) (.setText text "Curled")2728 (wiggling? experiences) (.setText text "Wiggling")2729 (resting? experiences) (.setText text "Resting")))2730 #+end_src2731 #+end_listing2733 #+caption: Using =debug-experience=, the body-centered predicates2734 #+caption: work together to classify the behavior of the worm.2735 #+caption: the predicates are operating with access to the worm's2736 #+caption: full sensory data.2737 #+name: basic-worm-view2738 #+ATTR_LaTeX: :width 10cm2739 [[./images/worm-identify-init.png]]2741 These action predicates satisfy the recognition requirement of an2742 empathic recognition system. There is power in the simplicity of2743 the action predicates. They describe their actions without getting2744 confused in visual details of the worm. Each one is independent of2745 position and rotation, but more than that, they are each2746 independent of irrelevant visual details of the worm and the2747 environment. They will work regardless of whether the worm is a2748 different color or heavily textured, or if the environment has2749 strange lighting.2751 Consider how the human act of jumping might be described with2752 body-centered action predicates: You might specify that jumping is2753 mainly the feeling of your knees bending, your thigh muscles2754 contracting, and your inner ear experiencing a certain sort of back2755 and forth acceleration. This representation is a very concrete2756 description of jumping, couched in terms of muscles and senses, but2757 it also has the ability to describe almost all kinds of jumping, a2758 generality that you might think could only be achieved by a very2759 abstract description. The body centered jumping predicate does not2760 have terms that consider the color of a person's skin or whether2761 they are male or female, instead it gets right to the meat of what2762 jumping actually /is/.2764 Of course, the action predicates are not directly applicable to2765 video data, which lacks the advanced sensory information which they2766 require!2768 The trick now is to make the action predicates work even when the2769 sensory data on which they depend is absent. If I can do that, then2770 I will have gained much.2772 ** \Phi-space describes the worm's experiences2774 As a first step towards building empathy, I need to gather all of2775 the worm's experiences during free play. I use a simple vector to2776 store all the experiences.2778 Each element of the experience vector exists in the vast space of2779 all possible worm-experiences. Most of this vast space is actually2780 unreachable due to physical constraints of the worm's body. For2781 example, the worm's segments are connected by hinge joints that put2782 a practical limit on the worm's range of motions without limiting2783 its degrees of freedom. Some groupings of senses are impossible;2784 the worm can not be bent into a circle so that its ends are2785 touching and at the same time not also experience the sensation of2786 touching itself.2788 As the worm moves around during free play and its experience vector2789 grows larger, the vector begins to define a subspace which is all2790 the sensations the worm can practically experience during normal2791 operation. I call this subspace \Phi-space, short for2792 physical-space. The experience vector defines a path through2793 \Phi-space. This path has interesting properties that all derive2794 from physical embodiment. The proprioceptive components of the path2795 vary smoothly, because in order for the worm to move from one2796 position to another, it must pass through the intermediate2797 positions. The path invariably forms loops as common actions are2798 repeated. Finally and most importantly, proprioception alone2799 actually gives very strong inference about the other senses. For2800 example, when the worm is proprioceptively flat over several2801 frames, you can infer that it is touching the ground and that its2802 muscles are not active, because if the muscles were active, the2803 worm would be moving and would not remain perfectly flat. In order2804 to stay flat, the worm has to be touching the ground, or it would2805 again be moving out of the flat position due to gravity. If the2806 worm is positioned in such a way that it interacts with itself,2807 then it is very likely to be feeling the same tactile feelings as2808 the last time it was in that position, because it has the same body2809 as then. As you observe multiple frames of proprioceptive data, you2810 can become increasingly confident about the exact activations of2811 the worm's muscles, because it generally takes a unique combination2812 of muscle contractions to transform the worm's body along a2813 specific path through \Phi-space.2815 The worm's total life experience is a long looping path through2816 \Phi-space. I will now introduce simple way of taking that2817 experience path and building a function that can infer complete2818 sensory experience given only a stream of proprioceptive data. This2819 /empathy/ function will provide a bridge to use the body centered2820 action predicates on video-like streams of information.2822 ** Empathy is the process of building paths in \Phi-space2824 Here is the core of a basic empathy algorithm, starting with an2825 experience vector:2827 An /experience-index/ is an index into the grand experience vector2828 that defines the worm's life. It is a time-stamp for each set of2829 sensations the worm has experienced.2831 First, group the experience-indices into bins according to the2832 similarity of their proprioceptive data. I organize my bins into a2833 3 level hierarchy. The smallest bins have an approximate size of2834 0.001 radians in all proprioceptive dimensions. Each higher level2835 is 10x bigger than the level below it.2837 The bins serve as a hashing function for proprioceptive data. Given2838 a single piece of proprioceptive experience, the bins allow us to2839 rapidly find all other similar experience-indices of past2840 experience that had a very similar proprioceptive configuration.2841 When looking up a proprioceptive experience, if the smallest bin2842 does not match any previous experience, then successively larger2843 bins are used until a match is found or we reach the largest bin.2845 Given a sequence of proprioceptive input, I use the bins to2846 generate a set of similar experiences for each input using the2847 tiered proprioceptive bins.2849 Finally, to infer sensory data, I select the longest consecutive2850 chain of experiences that threads through the sets of similar2851 experiences, starting with the current moment as a root and going2852 backwards. Consecutive experience means that the experiences appear2853 next to each other in the experience vector.2855 A stream of proprioceptive input might be:2857 #+BEGIN_EXAMPLE2858 [ flat, flat, flat, flat, flat, flat, lift-head ]2859 #+END_EXAMPLE2861 The worm's previous experience of lying on the ground and lifting2862 its head generates possible interpretations for each frame (the2863 numbers are experience-indices):2865 #+BEGIN_EXAMPLE2866 [ flat, flat, flat, flat, flat, flat, flat, lift-head ]2867 1 1 1 1 1 1 1 42868 2 2 2 2 2 2 22869 3 3 3 3 3 3 32870 7 7 7 7 7 7 72871 8 8 8 8 8 8 82872 9 9 9 9 9 9 92873 #+END_EXAMPLE2875 These interpretations suggest a new path through phi space:2877 #+BEGIN_EXAMPLE2878 [ flat, flat, flat, flat, flat, flat, flat, lift-head ]2879 6 7 8 9 1 2 3 42880 #+END_EXAMPLE2882 The new path through \Phi-space is synthesized from two actual2883 paths that the creature has experienced: the "1-2-3-4" chain and2884 the "6-7-8-9" chain. The "1-2-3-4" chain is necessary because it2885 ends with the worm lifting its head. It originated from a short2886 training session where the worm rested on the floor for a brief2887 while and then raised its head. The "6-7-8-9" chain is part of a2888 longer chain of inactivity where the worm simply rested on the2889 floor without moving. It is preferred over a "1-2-3" chain (which2890 also describes inactivity) because it is longer. The main ideas2891 again:2893 - Imagined \Phi-space paths are synthesized by looping and mixing2894 previous experiences.2896 - Longer experience paths (less edits) are preferred.2898 - The present is more important than the past --- more recent2899 events take precedence in interpretation.2901 This algorithm has three advantages:2903 1. It's simple2905 3. It's very fast -- retrieving possible interpretations takes2906 constant time. Tracing through chains of interpretations takes2907 time proportional to the average number of experiences in a2908 proprioceptive bin. Redundant experiences in \Phi-space can be2909 merged to save computation.2911 2. It protects from wrong interpretations of transient ambiguous2912 proprioceptive data. For example, if the worm is flat for just2913 an instant, this flatness will not be interpreted as implying2914 that the worm has its muscles relaxed, since the flatness is2915 part of a longer chain which includes a distinct pattern of2916 muscle activation. Markov chains or other memoryless statistical2917 models that operate on individual frames may very well make this2918 mistake.2920 #+caption: Program to convert an experience vector into a2921 #+caption: proprioceptively binned lookup function.2922 #+name: bin2923 #+begin_listing clojure2924 #+begin_src clojure2925 (defn bin [digits]2926 (fn [angles]2927 (->> angles2928 (flatten)2929 (map (juxt #(Math/sin %) #(Math/cos %)))2930 (flatten)2931 (mapv #(Math/round (* % (Math/pow 10 (dec digits))))))))2933 (defn gen-phi-scan2934 "Nearest-neighbors with binning. Only returns a result if2935 the proprioceptive data is within 10% of a previously recorded2936 result in all dimensions."2937 [phi-space]2938 (let [bin-keys (map bin [3 2 1])2939 bin-maps2940 (map (fn [bin-key]2941 (group-by2942 (comp bin-key :proprioception phi-space)2943 (range (count phi-space)))) bin-keys)2944 lookups (map (fn [bin-key bin-map]2945 (fn [proprio] (bin-map (bin-key proprio))))2946 bin-keys bin-maps)]2947 (fn lookup [proprio-data]2948 (set (some #(% proprio-data) lookups)))))2949 #+end_src2950 #+end_listing2952 #+caption: =longest-thread= finds the longest path of consecutive2953 #+caption: past experiences to explain proprioceptive worm data from2954 #+caption: previous data. Here, the film strip represents the2955 #+caption: creature's previous experience. Sort sequences of2956 #+caption: memories are spliced together to match the2957 #+caption: proprioceptive data. Their carry the other senses2958 #+caption: along with them.2959 #+name: phi-space-history-scan2960 #+ATTR_LaTeX: :width 10cm2961 [[./images/film-of-imagination.png]]2963 =longest-thread= infers sensory data by stitching together pieces2964 from previous experience. It prefers longer chains of previous2965 experience to shorter ones. For example, during training the worm2966 might rest on the ground for one second before it performs its2967 exercises. If during recognition the worm rests on the ground for2968 five seconds, =longest-thread= will accommodate this five second2969 rest period by looping the one second rest chain five times.2971 =longest-thread= takes time proportional to the average number of2972 entries in a proprioceptive bin, because for each element in the2973 starting bin it performs a series of set lookups in the preceding2974 bins. If the total history is limited, then this takes time2975 proportional to a only a constant multiple of the number of entries2976 in the starting bin. This analysis also applies, even if the action2977 requires multiple longest chains -- it's still the average number2978 of entries in a proprioceptive bin times the desired chain length.2979 Because =longest-thread= is so efficient and simple, I can2980 interpret worm-actions in real time.2982 #+caption: Program to calculate empathy by tracing though \Phi-space2983 #+caption: and finding the longest (ie. most coherent) interpretation2984 #+caption: of the data.2985 #+name: longest-thread2986 #+begin_listing clojure2987 #+begin_src clojure2988 (defn longest-thread2989 "Find the longest thread from phi-index-sets. The index sets should2990 be ordered from most recent to least recent."2991 [phi-index-sets]2992 (loop [result '()2993 [thread-bases & remaining :as phi-index-sets] phi-index-sets]2994 (if (empty? phi-index-sets)2995 (vec result)2996 (let [threads2997 (for [thread-base thread-bases]2998 (loop [thread (list thread-base)2999 remaining remaining]3000 (let [next-index (dec (first thread))]3001 (cond (empty? remaining) thread3002 (contains? (first remaining) next-index)3003 (recur3004 (cons next-index thread) (rest remaining))3005 :else thread))))3006 longest-thread3007 (reduce (fn [thread-a thread-b]3008 (if (> (count thread-a) (count thread-b))3009 thread-a thread-b))3010 '(nil)3011 threads)]3012 (recur (concat longest-thread result)3013 (drop (count longest-thread) phi-index-sets))))))3014 #+end_src3015 #+end_listing3017 There is one final piece, which is to replace missing sensory data3018 with a best-guess estimate. While I could fill in missing data by3019 using a gradient over the closest known sensory data points,3020 averages can be misleading. It is certainly possible to create an3021 impossible sensory state by averaging two possible sensory states.3022 For example, consider moving your hand in an arc over your head. If3023 for some reason you only have the initial and final positions of3024 this movement in your \Phi-space, averaging them together will3025 produce the proprioceptive sensation of having your hand /inside/3026 your head, which is physically impossible to ever experience3027 (barring motor adaption illusions). Therefore I simply replicate3028 the most recent sensory experience to fill in the gaps.3030 #+caption: Fill in blanks in sensory experience by replicating the most3031 #+caption: recent experience.3032 #+name: infer-nils3033 #+begin_listing clojure3034 #+begin_src clojure3035 (defn infer-nils3036 "Replace nils with the next available non-nil element in the3037 sequence, or barring that, 0."3038 [s]3039 (loop [i (dec (count s))3040 v (transient s)]3041 (if (zero? i) (persistent! v)3042 (if-let [cur (v i)]3043 (if (get v (dec i) 0)3044 (recur (dec i) v)3045 (recur (dec i) (assoc! v (dec i) cur)))3046 (recur i (assoc! v i 0))))))3047 #+end_src3048 #+end_listing3050 ** =EMPATH= recognizes actions efficiently3052 To use =EMPATH= with the worm, I first need to gather a set of3053 experiences from the worm that includes the actions I want to3054 recognize. The =generate-phi-space= program (listing3055 \ref{generate-phi-space} runs the worm through a series of3056 exercises and gathers those experiences into a vector. The3057 =do-all-the-things= program is a routine expressed in a simple3058 muscle contraction script language for automated worm control. It3059 causes the worm to rest, curl, and wiggle over about 700 frames3060 (approx. 11 seconds).3062 #+caption: Program to gather the worm's experiences into a vector for3063 #+caption: further processing. The =motor-control-program= line uses3064 #+caption: a motor control script that causes the worm to execute a series3065 #+caption: of ``exercises'' that include all the action predicates.3066 #+name: generate-phi-space3067 #+begin_listing clojure3068 #+begin_src clojure3069 (def do-all-the-things3070 (concat3071 curl-script3072 [[300 :d-ex 40]3073 [320 :d-ex 0]]3074 (shift-script 280 (take 16 wiggle-script))))3076 (defn generate-phi-space []3077 (let [experiences (atom [])]3078 (run-world3079 (apply-map3080 worm-world3081 (merge3082 (worm-world-defaults)3083 {:end-frame 7003084 :motor-control3085 (motor-control-program worm-muscle-labels do-all-the-things)3086 :experiences experiences})))3087 @experiences))3088 #+end_src3089 #+end_listing3091 #+caption: Use =longest-thread= and a \Phi-space generated from a short3092 #+caption: exercise routine to interpret actions during free play.3093 #+name: empathy-debug3094 #+begin_listing clojure3095 #+begin_src clojure3096 (defn init []3097 (def phi-space (generate-phi-space))3098 (def phi-scan (gen-phi-scan phi-space)))3100 (defn empathy-demonstration []3101 (let [proprio (atom ())]3102 (fn3103 [experiences text]3104 (let [phi-indices (phi-scan (:proprioception (peek experiences)))]3105 (swap! proprio (partial cons phi-indices))3106 (let [exp-thread (longest-thread (take 300 @proprio))3107 empathy (mapv phi-space (infer-nils exp-thread))]3108 (println-repl (vector:last-n exp-thread 22))3109 (cond3110 (grand-circle? empathy) (.setText text "Grand Circle")3111 (curled? empathy) (.setText text "Curled")3112 (wiggling? empathy) (.setText text "Wiggling")3113 (resting? empathy) (.setText text "Resting")3114 :else (.setText text "Unknown")))))))3116 (defn empathy-experiment [record]3117 (.start (worm-world :experience-watch (debug-experience-phi)3118 :record record :worm worm*)))3119 #+end_src3120 #+end_listing3122 These programs create a test for the empathy system. First, the3123 worm's \Phi-space is generated from a simple motor script. Then the3124 worm is re-created in an environment almost exactly identical to3125 the testing environment for the action-predicates, with one major3126 difference : the only sensory information available to the system3127 is proprioception. From just the proprioception data and3128 \Phi-space, =longest-thread= synthesizes a complete record the last3129 300 sensory experiences of the worm. These synthesized experiences3130 are fed directly into the action predicates =grand-circle?=,3131 =curled?=, =wiggling?=, and =resting?= from before and their output3132 is printed to the screen at each frame.3134 The result of running =empathy-experiment= is that the system is3135 generally able to interpret worm actions using the action-predicates3136 on simulated sensory data just as well as with actual data. Figure3137 \ref{empathy-debug-image} was generated using =empathy-experiment=:3139 #+caption: From only proprioceptive data, =EMPATH= was able to infer3140 #+caption: the complete sensory experience and classify four poses3141 #+caption: (The last panel shows a composite image of /wiggling/,3142 #+caption: a dynamic pose.)3143 #+name: empathy-debug-image3144 #+ATTR_LaTeX: :width 10cm :placement [H]3145 [[./images/empathy-1.png]]3147 One way to measure the performance of =EMPATH= is to compare the3148 suitability of the imagined sense experience to trigger the same3149 action predicates as the real sensory experience.3151 #+caption: Determine how closely empathy approximates actual3152 #+caption: sensory data.3153 #+name: test-empathy-accuracy3154 #+begin_listing clojure3155 #+begin_src clojure3156 (def worm-action-label3157 (juxt grand-circle? curled? wiggling?))3159 (defn compare-empathy-with-baseline [matches]3160 (let [proprio (atom ())]3161 (fn3162 [experiences text]3163 (let [phi-indices (phi-scan (:proprioception (peek experiences)))]3164 (swap! proprio (partial cons phi-indices))3165 (let [exp-thread (longest-thread (take 300 @proprio))3166 empathy (mapv phi-space (infer-nils exp-thread))3167 experience-matches-empathy3168 (= (worm-action-label experiences)3169 (worm-action-label empathy))]3170 (println-repl experience-matches-empathy)3171 (swap! matches #(conj % experience-matches-empathy)))))))3173 (defn accuracy [v]3174 (float (/ (count (filter true? v)) (count v))))3176 (defn test-empathy-accuracy []3177 (let [res (atom [])]3178 (run-world3179 (worm-world :experience-watch3180 (compare-empathy-with-baseline res)3181 :worm worm*))3182 (accuracy @res)))3183 #+end_src3184 #+end_listing3186 Running =test-empathy-accuracy= using the very short exercise3187 program defined in listing \ref{generate-phi-space}, and then doing3188 a similar pattern of activity manually yields an accuracy of around3189 73%. This is based on very limited worm experience. By training the3190 worm for longer, the accuracy dramatically improves.3192 #+caption: Program to generate \Phi-space using manual training.3193 #+name: manual-phi-space3194 #+begin_listing clojure3195 #+begin_src clojure3196 (defn init-interactive []3197 (def phi-space3198 (let [experiences (atom [])]3199 (run-world3200 (apply-map3201 worm-world3202 (merge3203 (worm-world-defaults)3204 {:experiences experiences})))3205 @experiences))3206 (def phi-scan (gen-phi-scan phi-space)))3207 #+end_src3208 #+end_listing3210 After about 1 minute of manual training, I was able to achieve 95%3211 accuracy on manual testing of the worm using =init-interactive= and3212 =test-empathy-accuracy=. The majority of disagreements are near the3213 transition boundaries from one type of action to another. During3214 these transitions the exact label for the action is often unclear,3215 and disagreement between empathy and experience is practically3216 irrelevant. Thus, the system's effective identification accuracy is3217 even higher than 95%. When I watch this system myself, I generally3218 see no errors in action identification compared to my own judgment3219 of what the worm is doing.3221 ** Digression: Learning touch sensor layout through free play3223 In the previous section I showed how to compute actions in terms of3224 body-centered predicates, but some of those predicates relied on3225 the average touch activation of pre-defined regions of the worm's3226 skin. What if, instead of receiving touch pre-grouped into the six3227 faces of each worm segment, the true topology of the worm's skin3228 was unknown? This is more similar to how a nerve fiber bundle might3229 be arranged inside an animal. While two fibers that are close in a3230 nerve bundle /might/ correspond to two touch sensors that are close3231 together on the skin, the process of taking a complicated surface3232 and forcing it into essentially a circle requires that some regions3233 of skin that are close together in the animal end up far apart in3234 the nerve bundle.3236 In this section I show how to automatically learn the skin-topology of3237 a worm segment by free exploration. As the worm rolls around on the3238 floor, large sections of its surface get activated. If the worm has3239 stopped moving, then whatever region of skin that is touching the3240 floor is probably an important region, and should be recorded.3242 #+caption: Program to detect whether the worm is in a resting state3243 #+caption: with one face touching the floor.3244 #+name: pure-touch3245 #+begin_listing clojure3246 #+begin_src clojure3247 (def full-contact [(float 0.0) (float 0.1)])3249 (defn pure-touch?3250 "This is worm specific code to determine if a large region of touch3251 sensors is either all on or all off."3252 [[coords touch :as touch-data]]3253 (= (set (map first touch)) (set full-contact)))3254 #+end_src3255 #+end_listing3257 After collecting these important regions, there will many nearly3258 similar touch regions. While for some purposes the subtle3259 differences between these regions will be important, for my3260 purposes I collapse them into mostly non-overlapping sets using3261 =remove-similar= in listing \ref{remove-similar}3263 #+caption: Program to take a list of sets of points and ``collapse them''3264 #+caption: so that the remaining sets in the list are significantly3265 #+caption: different from each other. Prefer smaller sets to larger ones.3266 #+name: remove-similar3267 #+begin_listing clojure3268 #+begin_src clojure3269 (defn remove-similar3270 [coll]3271 (loop [result () coll (sort-by (comp - count) coll)]3272 (if (empty? coll) result3273 (let [[x & xs] coll3274 c (count x)]3275 (if (some3276 (fn [other-set]3277 (let [oc (count other-set)]3278 (< (- (count (union other-set x)) c) (* oc 0.1))))3279 xs)3280 (recur result xs)3281 (recur (cons x result) xs))))))3282 #+end_src3283 #+end_listing3285 Actually running this simulation is easy given =CORTEX='s facilities.3287 #+caption: Collect experiences while the worm moves around. Filter the touch3288 #+caption: sensations by stable ones, collapse similar ones together,3289 #+caption: and report the regions learned.3290 #+name: learn-touch3291 #+begin_listing clojure3292 #+begin_src clojure3293 (defn learn-touch-regions []3294 (let [experiences (atom [])3295 world (apply-map3296 worm-world3297 (assoc (worm-segment-defaults)3298 :experiences experiences))]3299 (run-world world)3300 (->>3301 @experiences3302 (drop 175)3303 ;; access the single segment's touch data3304 (map (comp first :touch))3305 ;; only deal with "pure" touch data to determine surfaces3306 (filter pure-touch?)3307 ;; associate coordinates with touch values3308 (map (partial apply zipmap))3309 ;; select those regions where contact is being made3310 (map (partial group-by second))3311 (map #(get % full-contact))3312 (map (partial map first))3313 ;; remove redundant/subset regions3314 (map set)3315 remove-similar)))3317 (defn learn-and-view-touch-regions []3318 (map view-touch-region3319 (learn-touch-regions)))3320 #+end_src3321 #+end_listing3323 The only thing remaining to define is the particular motion the worm3324 must take. I accomplish this with a simple motor control program.3326 #+caption: Motor control program for making the worm roll on the ground.3327 #+caption: This could also be replaced with random motion.3328 #+name: worm-roll3329 #+begin_listing clojure3330 #+begin_src clojure3331 (defn touch-kinesthetics []3332 [[170 :lift-1 40]3333 [190 :lift-1 19]3334 [206 :lift-1 0]3336 [400 :lift-2 40]3337 [410 :lift-2 0]3339 [570 :lift-2 40]3340 [590 :lift-2 21]3341 [606 :lift-2 0]3343 [800 :lift-1 30]3344 [809 :lift-1 0]3346 [900 :roll-2 40]3347 [905 :roll-2 20]3348 [910 :roll-2 0]3350 [1000 :roll-2 40]3351 [1005 :roll-2 20]3352 [1010 :roll-2 0]3354 [1100 :roll-2 40]3355 [1105 :roll-2 20]3356 [1110 :roll-2 0]3357 ])3358 #+end_src3359 #+end_listing3362 #+caption: The small worm rolls around on the floor, driven3363 #+caption: by the motor control program in listing \ref{worm-roll}.3364 #+name: worm-roll3365 #+ATTR_LaTeX: :width 12cm3366 [[./images/worm-roll.png]]3368 #+caption: After completing its adventures, the worm now knows3369 #+caption: how its touch sensors are arranged along its skin. Each of these six rectangles are touch sensory patterns that were3370 #+caption: deemed important by3371 #+caption: =learn-touch-regions=. Each white square in the rectangles3372 #+caption: above is a cluster of ``related" touch nodes as determined3373 #+caption: by the system. The worm has correctly discovered that it has six faces, and has partitioned its sensory map into these six faces.3374 #+name: worm-touch-map3375 #+ATTR_LaTeX: :width 12cm3376 [[./images/touch-learn.png]]3378 While simple, =learn-touch-regions= exploits regularities in both3379 the worm's physiology and the worm's environment to correctly3380 deduce that the worm has six sides. Note that =learn-touch-regions=3381 would work just as well even if the worm's touch sense data were3382 completely scrambled. The cross shape is just for convenience. This3383 example justifies the use of pre-defined touch regions in =EMPATH=.3385 ** Recognizing an object using embodied representation3387 At the beginning of the thesis, I suggested that we might recognize3388 the chair in Figure \ref{hidden-chair} by imagining ourselves in3389 the position of the man and realizing that he must be sitting on3390 something in order to maintain that position. Here, I present a3391 brief elaboration on how to this might be done.3393 First, I need the feeling of leaning or resting /on/ some other3394 object that is not the floor. This feeling is easy to describe3395 using an embodied representation.3397 #+caption: Program describing the sense of leaning or resting on something.3398 #+caption: This involves a relaxed posture, the feeling of touching something,3399 #+caption: and a period of stability where the worm does not move.3400 #+name: draped3401 #+begin_listing clojure3402 #+begin_src clojure3403 (defn draped?3404 "Is the worm:3405 -- not flat (the floor is not a 'chair')3406 -- supported (not using its muscles to hold its position)3407 -- stable (not changing its position)3408 -- touching something (must register contact)"3409 [experiences]3410 (let [b2-hash (bin 2)3411 touch (:touch (peek experiences))3412 total-contact3413 (reduce3414 +3415 (map #(contact all-touch-coordinates %)3416 (rest touch)))]3417 (println total-contact)3418 (and (not (resting? experiences))3419 (every?3420 zero?3421 (-> experiences3422 (vector:last-n 25)3423 (#(map :muscle %))3424 (flatten)))3425 (-> experiences3426 (vector:last-n 20)3427 (#(map (comp b2-hash flatten :proprioception) %))3428 (set)3429 (count) (= 1))3430 (< 0.03 total-contact))))3431 #+end_src3432 #+end_listing3434 #+caption: The =draped?= predicate detects the presence of the3435 #+caption: cube whenever the worm interacts with it. The details of the3436 #+caption: cube are irrelevant; only the way it influences the worm's3437 #+caption: body matters.3438 #+name: draped-video3439 #+ATTR_LaTeX: :width 13cm3440 [[./images/draped.png]]3442 Though this is a simple example, using the =draped?= predicate to3443 detect a cube has interesting advantages. The =draped?= predicate3444 describes the cube not in terms of properties that the cube has,3445 but instead in terms of how the worm interacts with it physically.3446 This means that the cube can still be detected even if it is not3447 visible, as long as its influence on the worm's body is visible.3449 This system will also see the virtual cube created by a3450 ``mimeworm", which uses its muscles in a very controlled way to3451 mimic the appearance of leaning on a cube. The system will3452 anticipate that there is an actual invisible cube that provides3453 support!3455 #+caption: Can you see the thing that this person is leaning on?3456 #+caption: What properties does it have, other than how it makes the man's3457 #+caption: elbow and shoulder feel? I wonder if people who can actually3458 #+caption: maintain this pose easily still see the support?3459 #+name: mime3460 #+ATTR_LaTeX: :width 6cm3461 [[./images/pablo-the-mime.png]]3463 This makes me wonder about the psychology of actual mimes. Suppose3464 for a moment that people have something analogous to \Phi-space and3465 that one of the ways that they find objects in a scene is by their3466 relation to other people's bodies. Suppose that a person watches a3467 person miming an invisible wall. For a person with no experience3468 with miming, their \Phi-space will only have entries that describe3469 the scene with the sensation of their hands touching a wall. This3470 sensation of touch will create a strong impression of a wall, even3471 though the wall would have to be invisible. A person with3472 experience in miming however, will have entries in their \Phi-space3473 that describe the wall-miming position without a sense of touch. It3474 will not seem to such as person that an invisible wall is present,3475 but merely that the mime is holding out their hands in a special3476 way. Thus, the theory that humans use something like \Phi-space3477 weakly predicts that learning how to mime should break the power of3478 miming illusions. Most optical illusions still work no matter how3479 much you know about them, so this proposal would be quite3480 interesting to test, as it predicts a non-standard result!3483 #+BEGIN_LaTeX3484 \clearpage3485 #+END_LaTeX3487 * Contributions3489 The big idea behind this thesis is a new way to represent and3490 recognize physical actions, which I call /empathic representation/.3491 Actions are represented as predicates which have access to the3492 totality of a creature's sensory abilities. To recognize the3493 physical actions of another creature similar to yourself, you3494 imagine what they would feel by examining the position of their body3495 and relating it to your own previous experience.3497 Empathic representation of physical actions is robust and general.3498 Because the representation is body-centered, it avoids baking in a3499 particular viewpoint like you might get from learning from example3500 videos. Because empathic representation relies on all of a3501 creature's senses, it can describe exactly what an action /feels3502 like/ without getting caught up in irrelevant details such as visual3503 appearance. I think it is important that a correct description of3504 jumping (for example) should not include irrelevant details such as3505 the color of a person's clothes or skin; empathic representation can3506 get right to the heart of what jumping is by describing it in terms3507 of touch, muscle contractions, and a brief feeling of3508 weightlessness. Empathic representation is very low-level in that it3509 describes actions using concrete sensory data with little3510 abstraction, but it has the generality of much more abstract3511 representations!3513 Another important contribution of this thesis is the development of3514 the =CORTEX= system, a complete environment for creating simulated3515 creatures. You have seen how to implement five senses: touch,3516 proprioception, hearing, vision, and muscle tension. You have seen3517 how to create new creatures using blender, a 3D modeling tool.3519 As a minor digression, you also saw how I used =CORTEX= to enable a3520 tiny worm to discover the topology of its skin simply by rolling on3521 the ground. You also saw how to detect objects using only embodied3522 predicates.3524 In conclusion, for this thesis I:3526 - Developed the idea of embodied representation, which describes3527 actions that a creature can do in terms of first-person sensory3528 data.3530 - Developed a method of empathic action recognition which uses3531 previous embodied experience and embodied representation of3532 actions to greatly constrain the possible interpretations of an3533 action.3535 - Created =EMPATH=, a program which uses empathic action3536 recognition to recognize physical actions in a simple model3537 involving segmented worm-like creatures.3539 - Created =CORTEX=, a comprehensive platform for embodied AI3540 experiments. It is the base on which =EMPATH= is built.3542 #+BEGIN_LaTeX3543 \clearpage3544 \appendix3545 #+END_LaTeX3547 * Appendix: =CORTEX= User Guide3549 Those who write a thesis should endeavor to make their code not only3550 accessible, but actually usable, as a way to pay back the community3551 that made the thesis possible in the first place. This thesis would3552 not be possible without Free Software such as jMonkeyEngine3,3553 Blender, clojure, emacs, ffmpeg, and many other tools. That is why I3554 have included this user guide, in the hope that someone else might3555 find =CORTEX= useful.3557 ** Obtaining =CORTEX=3559 You can get cortex from its mercurial repository at3560 http://hg.bortreb.com/cortex. You may also download =CORTEX=3561 releases at http://aurellem.org/cortex/releases/. As a condition of3562 making this thesis, I have also provided Professor Winston the3563 =CORTEX= source, and he knows how to run the demos and get started.3564 You may also email me at =cortex@aurellem.org= and I may help where3565 I can.3567 ** Running =CORTEX=3569 =CORTEX= comes with README and INSTALL files that will guide you3570 through installation and running the test suite. In particular you3571 should look at test =cortex.test= which contains test suites that3572 run through all senses and multiple creatures.3574 ** Creating creatures3576 Creatures are created using /Blender/, a free 3D modeling program.3577 You will need Blender version 2.6 when using the =CORTEX= included3578 in this thesis. You create a =CORTEX= creature in a similar manner3579 to modeling anything in Blender, except that you also create3580 several trees of empty nodes which define the creature's senses.3582 *** Mass3584 To give an object mass in =CORTEX=, add a ``mass'' metadata label3585 to the object with the mass in jMonkeyEngine units. Note that3586 setting the mass to 0 causes the object to be immovable.3588 *** Joints3590 Joints are created by creating an empty node named =joints= and3591 then creating any number of empty child nodes to represent your3592 creature's joints. The joint will automatically connect the3593 closest two physical objects. It will help to set the empty node's3594 display mode to ``Arrows'' so that you can clearly see the3595 direction of the axes.3597 Joint nodes should have the following metadata under the ``joint''3598 label:3600 #+BEGIN_SRC clojure3601 ;; ONE of the following, under the label "joint":3602 {:type :point}3604 ;; OR3606 {:type :hinge3607 :limit [<limit-low> <limit-high>]3608 :axis (Vector3f. <x> <y> <z>)}3609 ;;(:axis defaults to (Vector3f. 1 0 0) if not provided for hinge joints)3611 ;; OR3613 {:type :cone3614 :limit-xz <lim-xz>3615 :limit-xy <lim-xy>3616 :twist <lim-twist>} ;(use XZY rotation mode in blender!)3617 #+END_SRC3619 *** Eyes3621 Eyes are created by creating an empty node named =eyes= and then3622 creating any number of empty child nodes to represent your3623 creature's eyes.3625 Eye nodes should have the following metadata under the ``eye''3626 label:3628 #+BEGIN_SRC clojure3629 {:red <red-retina-definition>3630 :blue <blue-retina-definition>3631 :green <green-retina-definition>3632 :all <all-retina-definition>3633 (<0xrrggbb> <custom-retina-image>)...3634 }3635 #+END_SRC3637 Any of the color channels may be omitted. You may also include3638 your own color selectors, and in fact :red is equivalent to3639 0xFF0000 and so forth. The eye will be placed at the same position3640 as the empty node and will bind to the neatest physical object.3641 The eye will point outward from the X-axis of the node, and ``up''3642 will be in the direction of the X-axis of the node. It will help3643 to set the empty node's display mode to ``Arrows'' so that you can3644 clearly see the direction of the axes.3646 Each retina file should contain white pixels wherever you want to be3647 sensitive to your chosen color. If you want the entire field of3648 view, specify :all of 0xFFFFFF and a retinal map that is entirely3649 white.3651 Here is a sample retinal map:3653 #+caption: An example retinal profile image. White pixels are3654 #+caption: photo-sensitive elements. The distribution of white3655 #+caption: pixels is denser in the middle and falls off at the3656 #+caption: edges and is inspired by the human retina.3657 #+name: retina3658 #+ATTR_LaTeX: :width 7cm :placement [H]3659 [[./images/retina-small.png]]3661 *** Hearing3663 Ears are created by creating an empty node named =ears= and then3664 creating any number of empty child nodes to represent your3665 creature's ears.3667 Ear nodes do not require any metadata.3669 The ear will bind to and follow the closest physical node.3671 *** Touch3673 Touch is handled similarly to mass. To make a particular object3674 touch sensitive, add metadata of the following form under the3675 object's ``touch'' metadata field:3677 #+BEGIN_EXAMPLE3678 <touch-UV-map-file-name>3679 #+END_EXAMPLE3681 You may also include an optional ``scale'' metadata number to3682 specify the length of the touch feelers. The default is $0.1$,3683 and this is generally sufficient.3685 The touch UV should contain white pixels for each touch sensor.3687 Here is an example touch-uv map that approximates a human finger,3688 and its corresponding model.3690 #+caption: This is the tactile-sensor-profile for the upper segment3691 #+caption: of a fingertip. It defines regions of high touch sensitivity3692 #+caption: (where there are many white pixels) and regions of low3693 #+caption: sensitivity (where white pixels are sparse).3694 #+name: guide-fingertip-UV3695 #+ATTR_LaTeX: :width 9cm :placement [H]3696 [[./images/finger-UV.png]]3698 #+caption: The fingertip UV-image form above applied to a simple3699 #+caption: model of a fingertip.3700 #+name: guide-fingertip3701 #+ATTR_LaTeX: :width 9cm :placement [H]3702 [[./images/finger-2.png]]3704 *** Proprioception3706 Proprioception is tied to each joint node -- nothing special must3707 be done in a blender model to enable proprioception other than3708 creating joint nodes.3710 *** Muscles3712 Muscles are created by creating an empty node named =muscles= and3713 then creating any number of empty child nodes to represent your3714 creature's muscles.3717 Muscle nodes should have the following metadata under the3718 ``muscle'' label:3720 #+BEGIN_EXAMPLE3721 <muscle-profile-file-name>3722 #+END_EXAMPLE3724 Muscles should also have a ``strength'' metadata entry describing3725 the muscle's total strength at full activation.3727 Muscle profiles are simple images that contain the relative amount3728 of muscle power in each simulated alpha motor neuron. The width of3729 the image is the total size of the motor pool, and the redness of3730 each neuron is the relative power of that motor pool.3732 While the profile image can have any dimensions, only the first3733 line of pixels is used to define the muscle. Here is a sample3734 muscle profile image that defines a human-like muscle.3736 #+caption: A muscle profile image that describes the strengths3737 #+caption: of each motor neuron in a muscle. White is weakest3738 #+caption: and dark red is strongest. This particular pattern3739 #+caption: has weaker motor neurons at the beginning, just3740 #+caption: like human muscle.3741 #+name: muscle-recruit3742 #+ATTR_LaTeX: :width 7cm :placement [H]3743 [[./images/basic-muscle.png]]3745 Muscles twist the nearest physical object about the muscle node's3746 Z-axis. I recommend using the ``Single Arrow'' display mode for3747 muscles and using the right hand rule to determine which way the3748 muscle will twist. To make a segment that can twist in multiple3749 directions, create multiple, differently aligned muscles.3751 ** =CORTEX= API3753 These are the some functions exposed by =CORTEX= for creating3754 worlds and simulating creatures. These are in addition to3755 jMonkeyEngine3's extensive library, which is documented elsewhere.3757 *** Simulation3758 - =(world root-node key-map setup-fn update-fn)= :: create3759 a simulation.3760 - /root-node/ :: a =com.jme3.scene.Node= object which3761 contains all of the objects that should be in the3762 simulation.3764 - /key-map/ :: a map from strings describing keys to3765 functions that should be executed whenever that key is3766 pressed. the functions should take a SimpleApplication3767 object and a boolean value. The SimpleApplication is the3768 current simulation that is running, and the boolean is true3769 if the key is being pressed, and false if it is being3770 released. As an example,3771 #+BEGIN_SRC clojure3772 {"key-j" (fn [game value] (if value (println "key j pressed")))}3773 #+END_SRC3774 is a valid key-map which will cause the simulation to print3775 a message whenever the 'j' key on the keyboard is pressed.3777 - /setup-fn/ :: a function that takes a =SimpleApplication=3778 object. It is called once when initializing the simulation.3779 Use it to create things like lights, change the gravity,3780 initialize debug nodes, etc.3782 - /update-fn/ :: this function takes a =SimpleApplication=3783 object and a float and is called every frame of the3784 simulation. The float tells how many seconds is has been3785 since the last frame was rendered, according to whatever3786 clock jme is currently using. The default is to use IsoTimer3787 which will result in this value always being the same.3789 - =(position-camera world position rotation)= :: set the position3790 of the simulation's main camera.3792 - =(enable-debug world)= :: turn on debug wireframes for each3793 simulated object.3795 - =(set-gravity world gravity)= :: set the gravity of a running3796 simulation.3798 - =(box length width height & {options})= :: create a box in the3799 simulation. Options is a hash map specifying texture, mass,3800 etc. Possible options are =:name=, =:color=, =:mass=,3801 =:friction=, =:texture=, =:material=, =:position=,3802 =:rotation=, =:shape=, and =:physical?=.3804 - =(sphere radius & {options})= :: create a sphere in the simulation.3805 Options are the same as in =box=.3807 - =(load-blender-model file-name)= :: create a node structure3808 representing the model described in a blender file.3810 - =(light-up-everything world)= :: distribute a standard compliment3811 of lights throughout the simulation. Should be adequate for most3812 purposes.3814 - =(node-seq node)= :: return a recursive list of the node's3815 children.3817 - =(nodify name children)= :: construct a node given a node-name and3818 desired children.3820 - =(add-element world element)= :: add an object to a running world3821 simulation.3823 - =(set-accuracy world accuracy)= :: change the accuracy of the3824 world's physics simulator.3826 - =(asset-manager)= :: get an /AssetManager/, a jMonkeyEngine3827 construct that is useful for loading textures and is required3828 for smooth interaction with jMonkeyEngine library functions.3830 - =(load-bullet)= :: unpack native libraries and initialize the3831 bullet physics subsystem. This function is required before3832 other world building functions are called.3834 *** Creature Manipulation / Import3836 - =(body! creature)= :: give the creature a physical body.3838 - =(vision! creature)= :: give the creature a sense of vision.3839 Returns a list of functions which will each, when called3840 during a simulation, return the vision data for the channel of3841 one of the eyes. The functions are ordered depending on the3842 alphabetical order of the names of the eye nodes in the3843 blender file. The data returned by the functions is a vector3844 containing the eye's /topology/, a vector of coordinates, and3845 the eye's /data/, a vector of RGB values filtered by the eye's3846 sensitivity.3848 - =(hearing! creature)= :: give the creature a sense of hearing.3849 Returns a list of functions, one for each ear, that when3850 called will return a frame's worth of hearing data for that3851 ear. The functions are ordered depending on the alphabetical3852 order of the names of the ear nodes in the blender file. The3853 data returned by the functions is an array of PCM (pulse code3854 modulated) wav data.3856 - =(touch! creature)= :: give the creature a sense of touch. Returns3857 a single function that must be called with the /root node/ of3858 the world, and which will return a vector of /touch-data/3859 one entry for each touch sensitive component, each entry of3860 which contains a /topology/ that specifies the distribution of3861 touch sensors, and the /data/, which is a vector of3862 =[activation, length]= pairs for each touch hair.3864 - =(proprioception! creature)= :: give the creature the sense of3865 proprioception. Returns a list of functions, one for each3866 joint, that when called during a running simulation will3867 report the =[heading, pitch, roll]= of the joint.3869 - =(movement! creature)= :: give the creature the power of movement.3870 Creates a list of functions, one for each muscle, that when3871 called with an integer, will set the recruitment of that3872 muscle to that integer, and will report the current power3873 being exerted by the muscle. Order of muscles is determined by3874 the alphabetical sort order of the names of the muscle nodes.3876 *** Visualization/Debug3878 - =(view-vision)= :: create a function that when called with a list3879 of visual data returned from the functions made by =vision!=,3880 will display that visual data on the screen.3882 - =(view-hearing)= :: same as =view-vision= but for hearing.3884 - =(view-touch)= :: same as =view-vision= but for touch.3886 - =(view-proprioception)= :: same as =view-vision= but for3887 proprioception.3889 - =(view-movement)= :: same as =view-vision= but for muscles.3891 - =(view anything)= :: =view= is a polymorphic function that allows3892 you to inspect almost anything you could reasonably expect to3893 be able to ``see'' in =CORTEX=.3895 - =(text anything)= :: =text= is a polymorphic function that allows3896 you to convert practically anything into a text string.3898 - =(println-repl anything)= :: print messages to clojure's repl3899 instead of the simulation's terminal window.3901 - =(mega-import-jme3)= :: for experimenting at the REPL. This3902 function will import all jMonkeyEngine3 classes for immediate3903 use.3905 - =(display-dilated-time world timer)= :: Shows the time as it is3906 flowing in the simulation on a HUD display.3910 TODO -- add a paper about detecting biological motion from only a few dots.