view thesis/cortex.org @ 545:b2c66ea58c39

changes from athena.
author Robert McIntyre <rlm@mit.edu>
date Mon, 28 Apr 2014 12:59:08 -0400
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1 #+title: =CORTEX=
2 #+author: Robert McIntyre
3 #+email: rlm@mit.edu
4 #+description: Using embodied AI to facilitate Artificial Imagination.
5 #+keywords: AI, clojure, embodiment
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44 * Empathy \& Embodiment: problem solving strategies
46 By the end of this thesis, you will have seen a novel approach to
47 interpreting video using embodiment and empathy. You will also see
48 one way to efficiently implement physical empathy for embodied
49 creatures. Finally, you will become familiar with =CORTEX=, a system
50 for designing and simulating creatures with rich senses, which I
51 have designed as a library that you can use in your own research.
52 Note that I /do not/ process video directly --- I start with
53 knowledge of the positions of a creature's body parts and works from
54 there.
56 This is the core vision of my thesis: That one of the important ways
57 in which we understand others is by imagining ourselves in their
58 position and emphatically feeling experiences relative to our own
59 bodies. By understanding events in terms of our own previous
60 corporeal experience, we greatly constrain the possibilities of what
61 would otherwise be an unwieldy exponential search. This extra
62 constraint can be the difference between easily understanding what
63 is happening in a video and being completely lost in a sea of
64 incomprehensible color and movement.
66 ** The problem: recognizing actions is hard!
68 Examine the following image. What is happening? As you, and indeed
69 very young children, can easily determine, this is an image of
70 drinking.
72 #+caption: A cat drinking some water. Identifying this action is
73 #+caption: beyond the capabilities of existing computer vision systems.
74 #+ATTR_LaTeX: :width 7cm
75 [[./images/cat-drinking.jpg]]
77 Nevertheless, it is beyond the state of the art for a computer
78 vision program to describe what's happening in this image. Part of
79 the problem is that many computer vision systems focus on
80 pixel-level details or comparisons to example images (such as
81 \cite{volume-action-recognition}), but the 3D world is so variable
82 that it is hard to describe the world in terms of possible images.
84 In fact, the contents of scene may have much less to do with pixel
85 probabilities than with recognizing various affordances: things you
86 can move, objects you can grasp, spaces that can be filled . For
87 example, what processes might enable you to see the chair in figure
88 \ref{hidden-chair}?
90 #+caption: The chair in this image is quite obvious to humans, but
91 #+caption: it can't be found by any modern computer vision program.
92 #+name: hidden-chair
93 #+ATTR_LaTeX: :width 10cm
94 [[./images/fat-person-sitting-at-desk.jpg]]
96 Finally, how is it that you can easily tell the difference between
97 how the girls /muscles/ are working in figure \ref{girl}?
99 #+caption: The mysterious ``common sense'' appears here as you are able
100 #+caption: to discern the difference in how the girl's arm muscles
101 #+caption: are activated between the two images.
102 #+name: girl
103 #+ATTR_LaTeX: :width 7cm
104 [[./images/wall-push.png]]
106 Each of these examples tells us something about what might be going
107 on in our minds as we easily solve these recognition problems:
109 The hidden chair shows us that we are strongly triggered by cues
110 relating to the position of human bodies, and that we can determine
111 the overall physical configuration of a human body even if much of
112 that body is occluded.
114 The picture of the girl pushing against the wall tells us that we
115 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 in
117 most positions, and we can easily project this self-knowledge to
118 imagined positions triggered by images of the human body.
120 The cat tells us that imagination of some kind plays an important
121 role in understanding actions. The question is: Can we be more
122 precise about what sort of imagination is required to understand
123 these actions?
125 ** A step forward: the sensorimotor-centered approach
127 In this thesis, I explore the idea that our knowledge of our own
128 bodies, combined with our own rich senses, enables us to recognize
129 the actions of others.
131 For example, I think humans are able to label the cat video as
132 ``drinking'' because they imagine /themselves/ as the cat, and
133 imagine putting their face up against a stream of water and
134 sticking out their tongue. In that imagined world, they can feel
135 the cool water hitting their tongue, and feel the water entering
136 their body, and are able to recognize that /feeling/ as drinking.
137 So, the label of the action is not really in the pixels of the
138 image, but is found clearly in a simulation inspired by those
139 pixels. An imaginative system, having been trained on drinking and
140 non-drinking examples and learning that the most important
141 component of drinking is the feeling of water sliding down one's
142 throat, would analyze a video of a cat drinking in the following
143 manner:
145 1. Create a physical model of the video by putting a ``fuzzy''
146 model of its own body in place of the cat. Possibly also create
147 a simulation of the stream of water.
149 2. ``Play out'' this simulated scene and generate imagined sensory
150 experience. This will include relevant muscle contractions, a
151 close up view of the stream from the cat's perspective, and most
152 importantly, the imagined feeling of water entering the mouth.
153 The imagined sensory experience can come from a simulation of
154 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 of
158 taste alone. The other senses (such as the tongue moving in and
159 out) help to give plausibility to the simulated action. Note that
160 the sense of vision, while critical in creating the simulation,
161 is not critical for identifying the action from the simulation.
163 For the chair examples, the process is even easier:
165 1. Align a model of your body to the person in the image.
167 2. Generate proprioceptive sensory data from this alignment.
169 3. Use the imagined proprioceptive data as a key to lookup related
170 sensory experience associated with that particular proprioceptive
171 feeling.
173 4. Retrieve the feeling of your bottom resting on a surface, your
174 knees bent, and your leg muscles relaxed.
176 5. This sensory information is consistent with your =sitting?=
177 sensory predicate, so you (and the entity in the image) must be
178 sitting.
180 6. There must be a chair-like object since you are sitting.
182 Empathy offers yet another alternative to the age-old AI
183 representation question: ``What is a chair?'' --- A chair is the
184 feeling of sitting!
186 One powerful advantage of empathic problem solving is that it
187 factors the action recognition problem into two easier problems. To
188 use empathy, you need an /aligner/, which takes the video and a
189 model of your body, and aligns the model with the video. Then, you
190 need a /recognizer/, which uses the aligned model to interpret the
191 action. The power in this method lies in the fact that you describe
192 all actions from a body-centered viewpoint. You are less tied to
193 the particulars of any visual representation of the actions. If you
194 teach the system what ``running'' is, and you have a good enough
195 aligner, the system will from then on be able to recognize running
196 from any point of view, even strange points of view like above or
197 underneath the runner. This is in contrast to action recognition
198 schemes that try to identify actions using a non-embodied approach.
199 If these systems learn about running as viewed from the side, they
200 will not automatically be able to recognize running from any other
201 viewpoint.
203 Another powerful advantage is that using the language of multiple
204 body-centered rich senses to describe body-centered actions offers a
205 massive boost in descriptive capability. Consider how difficult it
206 would be to compose a set of HOG filters to describe the action of
207 a simple worm-creature ``curling'' so that its head touches its
208 tail, and then behold the simplicity of describing thus action in a
209 language designed for the task (listing \ref{grand-circle-intro}):
211 #+caption: Body-centered actions are best expressed in a body-centered
212 #+caption: language. This code detects when the worm has curled into a
213 #+caption: full circle. Imagine how you would replicate this functionality
214 #+caption: using low-level pixel features such as HOG filters!
215 #+name: grand-circle-intro
216 #+begin_listing clojure
217 #+begin_src clojure
218 (defn grand-circle?
219 "Does the worm form a majestic circle (one end touching the other)?"
220 [experiences]
221 (and (curled? experiences)
222 (let [worm-touch (:touch (peek experiences))
223 tail-touch (worm-touch 0)
224 head-touch (worm-touch 4)]
225 (and (< 0.2 (contact worm-segment-bottom-tip tail-touch))
226 (< 0.2 (contact worm-segment-top-tip head-touch))))))
227 #+end_src
228 #+end_listing
230 ** =EMPATH= recognizes actions using empathy
232 Exploring these ideas further demands a concrete implementation, so
233 first, I built a system for constructing virtual creatures with
234 physiologically plausible sensorimotor systems and detailed
235 environments. The result is =CORTEX=, which is described in section
236 \ref{sec-2}.
238 Next, I wrote routines which enabled a simple worm-like creature to
239 infer the actions of a second worm-like creature, using only its
240 own prior sensorimotor experiences and knowledge of the second
241 worm's joint positions. This program, =EMPATH=, is described in
242 section \ref{sec-3}. It's main components are:
244 - Embodied Action Definitions :: Many otherwise complicated actions
245 are easily described in the language of a full suite of
246 body-centered, rich senses and experiences. For example,
247 drinking is the feeling of water sliding down your throat, and
248 cooling your insides. It's often accompanied by bringing your
249 hand close to your face, or bringing your face close to water.
250 Sitting down is the feeling of bending your knees, activating
251 your quadriceps, then feeling a surface with your bottom and
252 relaxing your legs. These body-centered action descriptions
253 can be either learned or hard coded.
255 - Guided Play :: The creature moves around and experiences the
256 world through its unique perspective. As the creature moves,
257 it gathers experiences that satisfy the embodied action
258 definitions.
260 - Posture imitation :: When trying to interpret a video or image,
261 the creature takes a model of itself and aligns it with
262 whatever it sees. This alignment might even cross species, as
263 when humans try to align themselves with things like ponies,
264 dogs, or other humans with a different body type.
266 - Empathy :: The alignment triggers associations with
267 sensory data from prior experiences. For example, the
268 alignment itself easily maps to proprioceptive data. Any
269 sounds or obvious skin contact in the video can to a lesser
270 extent trigger previous experience keyed to hearing or touch.
271 Segments of previous experiences gained from play are stitched
272 together to form a coherent and complete sensory portrait of
273 the scene.
275 - Recognition :: With the scene described in terms of
276 remembered first person sensory events, the creature can now
277 run its action-identified programs (such as the one in listing
278 \ref{grand-circle-intro} on this synthesized sensory data,
279 just as it would if it were actually experiencing the scene
280 first-hand. If previous experience has been accurately
281 retrieved, and if it is analogous enough to the scene, then
282 the creature will correctly identify the action in the scene.
284 My program, =EMPATH= uses this empathic problem solving technique
285 to interpret the actions of a simple, worm-like creature.
287 #+caption: The worm performs many actions during free play such as
288 #+caption: curling, wiggling, and resting.
289 #+name: worm-intro
290 #+ATTR_LaTeX: :width 15cm
291 [[./images/worm-intro-white.png]]
293 #+caption: =EMPATH= recognized and classified each of these
294 #+caption: poses by inferring the complete sensory experience
295 #+caption: from proprioceptive data.
296 #+name: worm-recognition-intro
297 #+ATTR_LaTeX: :width 15cm
298 [[./images/worm-poses.png]]
300 *** Main Results
302 - After one-shot supervised training, =EMPATH= was able to
303 recognize a wide variety of static poses and dynamic
304 actions---ranging from curling in a circle to wiggling with a
305 particular frequency --- with 95\% accuracy.
307 - These results were completely independent of viewing angle
308 because the underlying body-centered language fundamentally is
309 independent; once an action is learned, it can be recognized
310 equally well from any viewing angle.
312 - =EMPATH= is surprisingly short; the sensorimotor-centered
313 language provided by =CORTEX= resulted in extremely economical
314 recognition routines --- about 500 lines in all --- suggesting
315 that such representations are very powerful, and often
316 indispensable for the types of recognition tasks considered here.
318 - Although for expediency's sake, I relied on direct knowledge of
319 joint positions in this proof of concept, it would be
320 straightforward to extend =EMPATH= so that it (more
321 realistically) infers joint positions from its visual data.
323 ** =EMPATH= is built on =CORTEX=, a creature builder.
325 I built =CORTEX= to be a general AI research platform for doing
326 experiments involving multiple rich senses and a wide variety and
327 number of creatures. I intend it to be useful as a library for many
328 more projects than just this thesis. =CORTEX= was necessary to meet
329 a need among AI researchers at CSAIL and beyond, which is that
330 people often will invent neat ideas that are best expressed in the
331 language of creatures and senses, but in order to explore those
332 ideas they must first build a platform in which they can create
333 simulated creatures with rich senses! There are many ideas that
334 would be simple to execute (such as =EMPATH= or
335 \cite{larson-symbols}), but attached to them is the multi-month
336 effort to make a good creature simulator. Often, that initial
337 investment of time proves to be too much, and the project must make
338 do with a lesser environment.
340 =CORTEX= is well suited as an environment for embodied AI research
341 for three reasons:
343 - You can create new creatures using Blender (\cite{blender}), a
344 popular 3D modeling program. Each sense can be specified using
345 special blender nodes with biologically inspired parameters. You
346 need not write any code to create a creature, and can use a wide
347 library of pre-existing blender models as a base for your own
348 creatures.
350 - =CORTEX= implements a wide variety of senses: touch,
351 proprioception, vision, hearing, and muscle tension. Complicated
352 senses like touch and vision involve multiple sensory elements
353 embedded in a 2D surface. You have complete control over the
354 distribution of these sensor elements through the use of simple
355 png image files. In particular, =CORTEX= implements more
356 comprehensive hearing than any other creature simulation system
357 available.
359 - =CORTEX= supports any number of creatures and any number of
360 senses. Time in =CORTEX= dilates so that the simulated creatures
361 always perceive a perfectly smooth flow of time, regardless of
362 the actual computational load.
364 =CORTEX= is built on top of =jMonkeyEngine3=
365 (\cite{jmonkeyengine}), which is a video game engine designed to
366 create cross-platform 3D desktop games. =CORTEX= is mainly written
367 in clojure, a dialect of =LISP= that runs on the java virtual
368 machine (JVM). The API for creating and simulating creatures and
369 senses is entirely expressed in clojure, though many senses are
370 implemented at the layer of jMonkeyEngine or below. For example,
371 for the sense of hearing I use a layer of clojure code on top of a
372 layer of java JNI bindings that drive a layer of =C++= code which
373 implements a modified version of =OpenAL= to support multiple
374 listeners. =CORTEX= is the only simulation environment that I know
375 of that can support multiple entities that can each hear the world
376 from their own perspective. Other senses also require a small layer
377 of Java code. =CORTEX= also uses =bullet=, a physics simulator
378 written in =C=.
380 #+caption: Here is the worm from figure \ref{worm-intro} modeled
381 #+caption: in Blender, a free 3D-modeling program. Senses and
382 #+caption: joints are described using special nodes in Blender.
383 #+name: worm-recognition-intro-2
384 #+ATTR_LaTeX: :width 12cm
385 [[./images/blender-worm.png]]
387 Here are some things I anticipate that =CORTEX= might be used for:
389 - exploring new ideas about sensory integration
390 - distributed communication among swarm creatures
391 - self-learning using free exploration,
392 - evolutionary algorithms involving creature construction
393 - exploration of exotic senses and effectors that are not possible
394 in the real world (such as telekinesis or a semantic sense)
395 - imagination using subworlds
397 During one test with =CORTEX=, I created 3,000 creatures each with
398 their own independent senses and ran them all at only 1/80 real
399 time. In another test, I created a detailed model of my own hand,
400 equipped with a realistic distribution of touch (more sensitive at
401 the fingertips), as well as eyes and ears, and it ran at around 1/4
402 real time.
404 #+BEGIN_LaTeX
405 \begin{sidewaysfigure}
406 \includegraphics[width=9.5in]{images/full-hand.png}
407 \caption{
408 I modeled my own right hand in Blender and rigged it with all the
409 senses that {\tt CORTEX} supports. My simulated hand has a
410 biologically inspired distribution of touch sensors. The senses are
411 displayed on the right, and the simulation is displayed on the
412 left. Notice that my hand is curling its fingers, that it can see
413 its own finger from the eye in its palm, and that it can feel its
414 own thumb touching its palm.}
415 \end{sidewaysfigure}
416 #+END_LaTeX
418 * Designing =CORTEX=
420 In this section, I outline the design decisions that went into
421 making =CORTEX=, along with some details about its implementation.
422 (A practical guide to getting started with =CORTEX=, which skips
423 over the history and implementation details presented here, is
424 provided in an appendix at the end of this thesis.)
426 Throughout this project, I intended for =CORTEX= to be flexible and
427 extensible enough to be useful for other researchers who want to
428 test out ideas of their own. To this end, wherever I have had to make
429 architectural choices about =CORTEX=, I have chosen to give as much
430 freedom to the user as possible, so that =CORTEX= may be used for
431 things I have not foreseen.
433 ** Building in simulation versus reality
434 The most important architectural decision of all is the choice to
435 use a computer-simulated environment in the first place! The world
436 is a vast and rich place, and for now simulations are a very poor
437 reflection of its complexity. It may be that there is a significant
438 qualitative difference between dealing with senses in the real
439 world and dealing with pale facsimiles of them in a simulation
440 \cite{brooks-representation}. What are the advantages and
441 disadvantages of a simulation vs. reality?
443 *** Simulation
445 The advantages of virtual reality are that when everything is a
446 simulation, experiments in that simulation are absolutely
447 reproducible. It's also easier to change the character and world
448 to explore new situations and different sensory combinations.
450 If the world is to be simulated on a computer, then not only do
451 you have to worry about whether the character's senses are rich
452 enough to learn from the world, but whether the world itself is
453 rendered with enough detail and realism to give enough working
454 material to the character's senses. To name just a few
455 difficulties facing modern physics simulators: destructibility of
456 the environment, simulation of water/other fluids, large areas,
457 nonrigid bodies, lots of objects, smoke. I don't know of any
458 computer simulation that would allow a character to take a rock
459 and grind it into fine dust, then use that dust to make a clay
460 sculpture, at least not without spending years calculating the
461 interactions of every single small grain of dust. Maybe a
462 simulated world with today's limitations doesn't provide enough
463 richness for real intelligence to evolve.
465 *** Reality
467 The other approach for playing with senses is to hook your
468 software up to real cameras, microphones, robots, etc., and let it
469 loose in the real world. This has the advantage of eliminating
470 concerns about simulating the world at the expense of increasing
471 the complexity of implementing the senses. Instead of just
472 grabbing the current rendered frame for processing, you have to
473 use an actual camera with real lenses and interact with photons to
474 get an image. It is much harder to change the character, which is
475 now partly a physical robot of some sort, since doing so involves
476 changing things around in the real world instead of modifying
477 lines of code. While the real world is very rich and definitely
478 provides enough stimulation for intelligence to develop as
479 evidenced by our own existence, it is also uncontrollable in the
480 sense that a particular situation cannot be recreated perfectly or
481 saved for later use. It is harder to conduct science because it is
482 harder to repeat an experiment. The worst thing about using the
483 real world instead of a simulation is the matter of time. Instead
484 of simulated time you get the constant and unstoppable flow of
485 real time. This severely limits the sorts of software you can use
486 to program an AI, because all sense inputs must be handled in real
487 time. Complicated ideas may have to be implemented in hardware or
488 may simply be impossible given the current speed of our
489 processors. Contrast this with a simulation, in which the flow of
490 time in the simulated world can be slowed down to accommodate the
491 limitations of the character's programming. In terms of cost,
492 doing everything in software is far cheaper than building custom
493 real-time hardware. All you need is a laptop and some patience.
495 ** Simulated time enables rapid prototyping \& simple programs
497 I envision =CORTEX= being used to support rapid prototyping and
498 iteration of ideas. Even if I could put together a well constructed
499 kit for creating robots, it would still not be enough because of
500 the scourge of real-time processing. Anyone who wants to test their
501 ideas in the real world must always worry about getting their
502 algorithms to run fast enough to process information in real time.
503 The need for real time processing only increases if multiple senses
504 are involved. In the extreme case, even simple algorithms will have
505 to be accelerated by ASIC chips or FPGAs, turning what would
506 otherwise be a few lines of code and a 10x speed penalty into a
507 multi-month ordeal. For this reason, =CORTEX= supports
508 /time-dilation/, which scales back the framerate of the
509 simulation in proportion to the amount of processing each frame.
510 From the perspective of the creatures inside the simulation, time
511 always appears to flow at a constant rate, regardless of how
512 complicated the environment becomes or how many creatures are in
513 the simulation. The cost is that =CORTEX= can sometimes run slower
514 than real time. This can also be an advantage, however ---
515 simulations of very simple creatures in =CORTEX= generally run at
516 40x on my machine!
518 ** All sense organs are two-dimensional surfaces
520 If =CORTEX= is to support a wide variety of senses, it would help
521 to have a better understanding of what a ``sense'' actually is!
522 While vision, touch, and hearing all seem like they are quite
523 different things, I was surprised to learn during the course of
524 this thesis that they (and all physical senses) can be expressed as
525 exactly the same mathematical object due to a dimensional argument!
527 Human beings are three-dimensional objects, and the nerves that
528 transmit data from our various sense organs to our brain are
529 essentially one-dimensional. This leaves up to two dimensions in
530 which our sensory information may flow. For example, imagine your
531 skin: it is a two-dimensional surface around a three-dimensional
532 object (your body). It has discrete touch sensors embedded at
533 various points, and the density of these sensors corresponds to the
534 sensitivity of that region of skin. Each touch sensor connects to a
535 nerve, all of which eventually are bundled together as they travel
536 up the spinal cord to the brain. Intersect the spinal nerves with a
537 guillotining plane and you will see all of the sensory data of the
538 skin revealed in a roughly circular two-dimensional image which is
539 the cross section of the spinal cord. Points on this image that are
540 close together in this circle represent touch sensors that are
541 /probably/ close together on the skin, although there is of course
542 some cutting and rearrangement that has to be done to transfer the
543 complicated surface of the skin onto a two dimensional image.
545 Most human senses consist of many discrete sensors of various
546 properties distributed along a surface at various densities. For
547 skin, it is Pacinian corpuscles, Meissner's corpuscles, Merkel's
548 disks, and Ruffini's endings \cite{textbook901}, which detect
549 pressure and vibration of various intensities. For ears, it is the
550 stereocilia distributed along the basilar membrane inside the
551 cochlea; each one is sensitive to a slightly different frequency of
552 sound. For eyes, it is rods and cones distributed along the surface
553 of the retina. In each case, we can describe the sense with a
554 surface and a distribution of sensors along that surface.
556 In fact, almost every human sense can be effectively described in
557 terms of a surface containing embedded sensors. If the sense had
558 any more dimensions, then there wouldn't be enough room in the
559 spinal chord to transmit the information!
561 Therefore, =CORTEX= must support the ability to create objects and
562 then be able to ``paint'' points along their surfaces to describe
563 each sense.
565 Fortunately this idea is already a well known computer graphics
566 technique called /UV-mapping/. The three-dimensional surface of a
567 model is cut and smooshed until it fits on a two-dimensional
568 image. You paint whatever you want on that image, and when the
569 three-dimensional shape is rendered in a game the smooshing and
570 cutting is reversed and the image appears on the three-dimensional
571 object.
573 To make a sense, interpret the UV-image as describing the
574 distribution of that senses sensors. To get different types of
575 sensors, you can either use a different color for each type of
576 sensor, or use multiple UV-maps, each labeled with that sensor
577 type. I generally use a white pixel to mean the presence of a
578 sensor and a black pixel to mean the absence of a sensor, and use
579 one UV-map for each sensor-type within a given sense.
581 #+CAPTION: The UV-map for an elongated icososphere. The white
582 #+caption: dots each represent a touch sensor. They are dense
583 #+caption: in the regions that describe the tip of the finger,
584 #+caption: and less dense along the dorsal side of the finger
585 #+caption: opposite the tip.
586 #+name: finger-UV
587 #+ATTR_latex: :width 10cm
588 [[./images/finger-UV.png]]
590 #+caption: Ventral side of the UV-mapped finger. Notice the
591 #+caption: density of touch sensors at the tip.
592 #+name: finger-side-view
593 #+ATTR_LaTeX: :width 10cm
594 [[./images/finger-1.png]]
596 ** Video game engines provide ready-made physics and shading
598 I did not need to write my own physics simulation code or shader to
599 build =CORTEX=. Doing so would lead to a system that is impossible
600 for anyone but myself to use anyway. Instead, I use a video game
601 engine as a base and modify it to accommodate the additional needs
602 of =CORTEX=. Video game engines are an ideal starting point to
603 build =CORTEX=, because they are not far from being creature
604 building systems themselves.
606 First off, general purpose video game engines come with a physics
607 engine and lighting / sound system. The physics system provides
608 tools that can be co-opted to serve as touch, proprioception, and
609 muscles. Since some games support split screen views, a good video
610 game engine will allow you to efficiently create multiple cameras
611 in the simulated world that can be used as eyes. Video game systems
612 offer integrated asset management for things like textures and
613 creatures models, providing an avenue for defining creatures. They
614 also understand UV-mapping, since this technique is used to apply a
615 texture to a model. Finally, because video game engines support a
616 large number of users, as long as =CORTEX= doesn't stray too far
617 from the base system, other researchers can turn to this community
618 for help when doing their research.
620 ** =CORTEX= is based on jMonkeyEngine3
622 While preparing to build =CORTEX= I studied several video game
623 engines to see which would best serve as a base. The top contenders
624 were:
626 - [[http://www.idsoftware.com][Quake II]]/[[http://www.bytonic.de/html/jake2.html][Jake2]] :: The Quake II engine was designed by ID
627 software in 1997. All the source code was released by ID
628 software into the Public Domain several years ago, and as a
629 result it has been ported to many different languages. This
630 engine was famous for its advanced use of realistic shading
631 and had decent and fast physics simulation. The main advantage
632 of the Quake II engine is its simplicity, but I ultimately
633 rejected it because the engine is too tied to the concept of a
634 first-person shooter game. One of the problems I had was that
635 there does not seem to be any easy way to attach multiple
636 cameras to a single character. There are also several physics
637 clipping issues that are corrected in a way that only applies
638 to the main character and do not apply to arbitrary objects.
640 - [[http://source.valvesoftware.com/][Source Engine]] :: The Source Engine evolved from the Quake II
641 and Quake I engines and is used by Valve in the Half-Life
642 series of games. The physics simulation in the Source Engine
643 is quite accurate and probably the best out of all the engines
644 I investigated. There is also an extensive community actively
645 working with the engine. However, applications that use the
646 Source Engine must be written in C++, the code is not open, it
647 only runs on Windows, and the tools that come with the SDK to
648 handle models and textures are complicated and awkward to use.
650 - [[http://jmonkeyengine.com/][jMonkeyEngine3]] :: jMonkeyEngine3 is a new library for creating
651 games in Java. It uses OpenGL to render to the screen and uses
652 screengraphs to avoid drawing things that do not appear on the
653 screen. It has an active community and several games in the
654 pipeline. The engine was not built to serve any particular
655 game but is instead meant to be used for any 3D game.
657 I chose jMonkeyEngine3 because it had the most features out of all
658 the free projects I looked at, and because I could then write my
659 code in clojure, an implementation of =LISP= that runs on the JVM.
661 ** =CORTEX= uses Blender to create creature models
663 For the simple worm-like creatures I will use later on in this
664 thesis, I could define a simple API in =CORTEX= that would allow
665 one to create boxes, spheres, etc., and leave that API as the sole
666 way to create creatures. However, for =CORTEX= to truly be useful
667 for other projects, it needs a way to construct complicated
668 creatures. If possible, it would be nice to leverage work that has
669 already been done by the community of 3D modelers, or at least
670 enable people who are talented at modeling but not programming to
671 design =CORTEX= creatures.
673 Therefore, I use Blender, a free 3D modeling program, as the main
674 way to create creatures in =CORTEX=. However, the creatures modeled
675 in Blender must also be simple to simulate in jMonkeyEngine3's game
676 engine, and must also be easy to rig with =CORTEX='s senses. I
677 accomplish this with extensive use of Blender's ``empty nodes.''
679 Empty nodes have no mass, physical presence, or appearance, but
680 they can hold metadata and have names. I use a tree structure of
681 empty nodes to specify senses in the following manner:
683 - Create a single top-level empty node whose name is the name of
684 the sense.
685 - Add empty nodes which each contain meta-data relevant to the
686 sense, including a UV-map describing the number/distribution of
687 sensors if applicable.
688 - Make each empty-node the child of the top-level node.
690 #+caption: An example of annotating a creature model with empty
691 #+caption: nodes to describe the layout of senses. There are
692 #+caption: multiple empty nodes which each describe the position
693 #+caption: of muscles, ears, eyes, or joints.
694 #+name: sense-nodes
695 #+ATTR_LaTeX: :width 10cm
696 [[./images/empty-sense-nodes.png]]
698 ** Bodies are composed of segments connected by joints
700 Blender is a general purpose animation tool, which has been used in
701 the past to create high quality movies such as Sintel
702 \cite{blender}. Though Blender can model and render even complicated
703 things like water, it is crucial to keep models that are meant to
704 be simulated as creatures simple. =Bullet=, which =CORTEX= uses
705 though jMonkeyEngine3, is a rigid-body physics system. This offers
706 a compromise between the expressiveness of a game level and the
707 speed at which it can be simulated, and it means that creatures
708 should be naturally expressed as rigid components held together by
709 joint constraints.
711 But humans are more like a squishy bag wrapped around some hard
712 bones which define the overall shape. When we move, our skin bends
713 and stretches to accommodate the new positions of our bones.
715 One way to make bodies composed of rigid pieces connected by joints
716 /seem/ more human-like is to use an /armature/, (or /rigging/)
717 system, which defines a overall ``body mesh'' and defines how the
718 mesh deforms as a function of the position of each ``bone'' which
719 is a standard rigid body. This technique is used extensively to
720 model humans and create realistic animations. It is not a good
721 technique for physical simulation because it is a lie -- the skin
722 is not a physical part of the simulation and does not interact with
723 any objects in the world or itself. Objects will pass right though
724 the skin until they come in contact with the underlying bone, which
725 is a physical object. Without simulating the skin, the sense of
726 touch has little meaning, and the creature's own vision will lie to
727 it about the true extent of its body. Simulating the skin as a
728 physical object requires some way to continuously update the
729 physical model of the skin along with the movement of the bones,
730 which is unacceptably slow compared to rigid body simulation.
732 Therefore, instead of using the human-like ``deformable bag of
733 bones'' approach, I decided to base my body plans on multiple solid
734 objects that are connected by joints, inspired by the robot =EVE=
735 from the movie WALL-E.
737 #+caption: =EVE= from the movie WALL-E. This body plan turns
738 #+caption: out to be much better suited to my purposes than a more
739 #+caption: human-like one.
740 #+ATTR_LaTeX: :width 10cm
741 [[./images/Eve.jpg]]
743 =EVE='s body is composed of several rigid components that are held
744 together by invisible joint constraints. This is what I mean by
745 ``eve-like''. The main reason that I use eve-style bodies is for
746 efficiency, and so that there will be correspondence between the
747 AI's senses and the physical presence of its body. Each individual
748 section is simulated by a separate rigid body that corresponds
749 exactly with its visual representation and does not change.
750 Sections are connected by invisible joints that are well supported
751 in jMonkeyEngine3. Bullet, the physics backend for jMonkeyEngine3,
752 can efficiently simulate hundreds of rigid bodies connected by
753 joints. Just because sections are rigid does not mean they have to
754 stay as one piece forever; they can be dynamically replaced with
755 multiple sections to simulate splitting in two. This could be used
756 to simulate retractable claws or =EVE='s hands, which are able to
757 coalesce into one object in the movie.
759 *** Solidifying/Connecting a body
761 =CORTEX= creates a creature in two steps: first, it traverses the
762 nodes in the blender file and creates physical representations for
763 any of them that have mass defined in their blender meta-data.
765 #+caption: Program for iterating through the nodes in a blender file
766 #+caption: and generating physical jMonkeyEngine3 objects with mass
767 #+caption: and a matching physics shape.
768 #+name: physical
769 #+begin_listing clojure
770 #+begin_src clojure
771 (defn physical!
772 "Iterate through the nodes in creature and make them real physical
773 objects in the simulation."
774 [#^Node creature]
775 (dorun
776 (map
777 (fn [geom]
778 (let [physics-control
779 (RigidBodyControl.
780 (HullCollisionShape.
781 (.getMesh geom))
782 (if-let [mass (meta-data geom "mass")]
783 (float mass) (float 1)))]
784 (.addControl geom physics-control)))
785 (filter #(isa? (class %) Geometry )
786 (node-seq creature)))))
787 #+end_src
788 #+end_listing
790 The next step to making a proper body is to connect those pieces
791 together with joints. jMonkeyEngine has a large array of joints
792 available via =bullet=, such as Point2Point, Cone, Hinge, and a
793 generic Six Degree of Freedom joint, with or without spring
794 restitution.
796 Joints are treated a lot like proper senses, in that there is a
797 top-level empty node named ``joints'' whose children each
798 represent a joint.
800 #+caption: View of the hand model in Blender showing the main ``joints''
801 #+caption: node (highlighted in yellow) and its children which each
802 #+caption: represent a joint in the hand. Each joint node has metadata
803 #+caption: specifying what sort of joint it is.
804 #+name: blender-hand
805 #+ATTR_LaTeX: :width 10cm
806 [[./images/hand-screenshot1.png]]
809 =CORTEX='s procedure for binding the creature together with joints
810 is as follows:
812 - Find the children of the ``joints'' node.
813 - Determine the two spatials the joint is meant to connect.
814 - Create the joint based on the meta-data of the empty node.
816 The higher order function =sense-nodes= from =cortex.sense=
817 simplifies finding the joints based on their parent ``joints''
818 node.
820 #+caption: Retrieving the children empty nodes from a single
821 #+caption: named empty node is a common pattern in =CORTEX=
822 #+caption: further instances of this technique for the senses
823 #+caption: will be omitted
824 #+name: get-empty-nodes
825 #+begin_listing clojure
826 #+begin_src clojure
827 (defn sense-nodes
828 "For some senses there is a special empty blender node whose
829 children are considered markers for an instance of that sense. This
830 function generates functions to find those children, given the name
831 of the special parent node."
832 [parent-name]
833 (fn [#^Node creature]
834 (if-let [sense-node (.getChild creature parent-name)]
835 (seq (.getChildren sense-node)) [])))
837 (def
838 ^{:doc "Return the children of the creature's \"joints\" node."
839 :arglists '([creature])}
840 joints
841 (sense-nodes "joints"))
842 #+end_src
843 #+end_listing
845 To find a joint's targets, =CORTEX= creates a small cube, centered
846 around the empty-node, and grows the cube exponentially until it
847 intersects two physical objects. The objects are ordered according
848 to the joint's rotation, with the first one being the object that
849 has more negative coordinates in the joint's reference frame.
850 Since the objects must be physical, the empty-node itself escapes
851 detection. Because the objects must be physical, =joint-targets=
852 must be called /after/ =physical!= is called.
854 #+caption: Program to find the targets of a joint node by
855 #+caption: exponentially growth of a search cube.
856 #+name: joint-targets
857 #+begin_listing clojure
858 #+begin_src clojure
859 (defn joint-targets
860 "Return the two closest two objects to the joint object, ordered
861 from bottom to top according to the joint's rotation."
862 [#^Node parts #^Node joint]
863 (loop [radius (float 0.01)]
864 (let [results (CollisionResults.)]
865 (.collideWith
866 parts
867 (BoundingBox. (.getWorldTranslation joint)
868 radius radius radius) results)
869 (let [targets
870 (distinct
871 (map #(.getGeometry %) results))]
872 (if (>= (count targets) 2)
873 (sort-by
874 #(let [joint-ref-frame-position
875 (jme-to-blender
876 (.mult
877 (.inverse (.getWorldRotation joint))
878 (.subtract (.getWorldTranslation %)
879 (.getWorldTranslation joint))))]
880 (.dot (Vector3f. 1 1 1) joint-ref-frame-position))
881 (take 2 targets))
882 (recur (float (* radius 2))))))))
883 #+end_src
884 #+end_listing
886 Once =CORTEX= finds all joints and targets, it creates them using
887 a dispatch on the metadata of each joint node.
889 #+caption: Program to dispatch on blender metadata and create joints
890 #+caption: suitable for physical simulation.
891 #+name: joint-dispatch
892 #+begin_listing clojure
893 #+begin_src clojure
894 (defmulti joint-dispatch
895 "Translate blender pseudo-joints into real JME joints."
896 (fn [constraints & _]
897 (:type constraints)))
899 (defmethod joint-dispatch :point
900 [constraints control-a control-b pivot-a pivot-b rotation]
901 (doto (SixDofJoint. control-a control-b pivot-a pivot-b false)
902 (.setLinearLowerLimit Vector3f/ZERO)
903 (.setLinearUpperLimit Vector3f/ZERO)))
905 (defmethod joint-dispatch :hinge
906 [constraints control-a control-b pivot-a pivot-b rotation]
907 (let [axis (if-let [axis (:axis constraints)] axis Vector3f/UNIT_X)
908 [limit-1 limit-2] (:limit constraints)
909 hinge-axis (.mult rotation (blender-to-jme axis))]
910 (doto (HingeJoint. control-a control-b pivot-a pivot-b
911 hinge-axis hinge-axis)
912 (.setLimit limit-1 limit-2))))
914 (defmethod joint-dispatch :cone
915 [constraints control-a control-b pivot-a pivot-b rotation]
916 (let [limit-xz (:limit-xz constraints)
917 limit-xy (:limit-xy constraints)
918 twist (:twist constraints)]
919 (doto (ConeJoint. control-a control-b pivot-a pivot-b
920 rotation rotation)
921 (.setLimit (float limit-xz) (float limit-xy)
922 (float twist)))))
923 #+end_src
924 #+end_listing
926 All that is left for joints is to combine the above pieces into
927 something that can operate on the collection of nodes that a
928 blender file represents.
930 #+caption: Program to completely create a joint given information
931 #+caption: from a blender file.
932 #+name: connect
933 #+begin_listing clojure
934 #+begin_src clojure
935 (defn connect
936 "Create a joint between 'obj-a and 'obj-b at the location of
937 'joint. The type of joint is determined by the metadata on 'joint.
939 Here are some examples:
940 {:type :point}
941 {:type :hinge :limit [0 (/ Math/PI 2)] :axis (Vector3f. 0 1 0)}
942 (:axis defaults to (Vector3f. 1 0 0) if not provided for hinge joints)
944 {:type :cone :limit-xz 0]
945 :limit-xy 0]
946 :twist 0]} (use XZY rotation mode in blender!)"
947 [#^Node obj-a #^Node obj-b #^Node joint]
948 (let [control-a (.getControl obj-a RigidBodyControl)
949 control-b (.getControl obj-b RigidBodyControl)
950 joint-center (.getWorldTranslation joint)
951 joint-rotation (.toRotationMatrix (.getWorldRotation joint))
952 pivot-a (world-to-local obj-a joint-center)
953 pivot-b (world-to-local obj-b joint-center)]
954 (if-let
955 [constraints (map-vals eval (read-string (meta-data joint "joint")))]
956 ;; A side-effect of creating a joint registers
957 ;; it with both physics objects which in turn
958 ;; will register the joint with the physics system
959 ;; when the simulation is started.
960 (joint-dispatch constraints
961 control-a control-b
962 pivot-a pivot-b
963 joint-rotation))))
964 #+end_src
965 #+end_listing
967 In general, whenever =CORTEX= exposes a sense (or in this case
968 physicality), it provides a function of the type =sense!=, which
969 takes in a collection of nodes and augments it to support that
970 sense. The function returns any controls necessary to use that
971 sense. In this case =body!= creates a physical body and returns no
972 control functions.
974 #+caption: Program to give joints to a creature.
975 #+name: joints
976 #+begin_listing clojure
977 #+begin_src clojure
978 (defn joints!
979 "Connect the solid parts of the creature with physical joints. The
980 joints are taken from the \"joints\" node in the creature."
981 [#^Node creature]
982 (dorun
983 (map
984 (fn [joint]
985 (let [[obj-a obj-b] (joint-targets creature joint)]
986 (connect obj-a obj-b joint)))
987 (joints creature))))
988 (defn body!
989 "Endow the creature with a physical body connected with joints. The
990 particulars of the joints and the masses of each body part are
991 determined in blender."
992 [#^Node creature]
993 (physical! creature)
994 (joints! creature))
995 #+end_src
996 #+end_listing
998 All of the code you have just seen amounts to only 130 lines, yet
999 because it builds on top of Blender and jMonkeyEngine3, those few
1000 lines pack quite a punch!
1002 The hand from figure \ref{blender-hand}, which was modeled after
1003 my own right hand, can now be given joints and simulated as a
1004 creature.
1006 #+caption: With the ability to create physical creatures from blender,
1007 #+caption: =CORTEX= gets one step closer to becoming a full creature
1008 #+caption: simulation environment.
1009 #+name: physical-hand
1010 #+ATTR_LaTeX: :width 15cm
1011 [[./images/physical-hand.png]]
1013 ** Sight reuses standard video game components...
1015 Vision is one of the most important senses for humans, so I need to
1016 build a simulated sense of vision for my AI. I will do this with
1017 simulated eyes. Each eye can be independently moved and should see
1018 its own version of the world depending on where it is.
1020 Making these simulated eyes a reality is simple because
1021 jMonkeyEngine already contains extensive support for multiple views
1022 of the same 3D simulated world. The reason jMonkeyEngine has this
1023 support is because the support is necessary to create games with
1024 split-screen views. Multiple views are also used to create
1025 efficient pseudo-reflections by rendering the scene from a certain
1026 perspective and then projecting it back onto a surface in the 3D
1027 world.
1029 #+caption: jMonkeyEngine supports multiple views to enable
1030 #+caption: split-screen games, like GoldenEye, which was one of
1031 #+caption: the first games to use split-screen views.
1032 #+name: goldeneye
1033 #+ATTR_LaTeX: :width 10cm
1034 [[./images/goldeneye-4-player.png]]
1036 *** A Brief Description of jMonkeyEngine's Rendering Pipeline
1038 jMonkeyEngine allows you to create a =ViewPort=, which represents a
1039 view of the simulated world. You can create as many of these as you
1040 want. Every frame, the =RenderManager= iterates through each
1041 =ViewPort=, rendering the scene in the GPU. For each =ViewPort= there
1042 is a =FrameBuffer= which represents the rendered image in the GPU.
1044 #+caption: =ViewPorts= are cameras in the world. During each frame,
1045 #+caption: the =RenderManager= records a snapshot of what each view
1046 #+caption: is currently seeing; these snapshots are =FrameBuffer= objects.
1047 #+name: rendermanagers
1048 #+ATTR_LaTeX: :width 10cm
1049 [[./images/diagram_rendermanager2.png]]
1051 Each =ViewPort= can have any number of attached =SceneProcessor=
1052 objects, which are called every time a new frame is rendered. A
1053 =SceneProcessor= receives its =ViewPort's= =FrameBuffer= and can do
1054 whatever it wants to the data. Often this consists of invoking GPU
1055 specific operations on the rendered image. The =SceneProcessor= can
1056 also copy the GPU image data to RAM and process it with the CPU.
1058 *** Appropriating Views for Vision
1060 Each eye in the simulated creature needs its own =ViewPort= so
1061 that it can see the world from its own perspective. To this
1062 =ViewPort=, I add a =SceneProcessor= that feeds the visual data to
1063 any arbitrary continuation function for further processing. That
1064 continuation function may perform both CPU and GPU operations on
1065 the data. To make this easy for the continuation function, the
1066 =SceneProcessor= maintains appropriately sized buffers in RAM to
1067 hold the data. It does not do any copying from the GPU to the CPU
1068 itself because it is a slow operation.
1070 #+caption: Function to make the rendered scene in jMonkeyEngine
1071 #+caption: available for further processing.
1072 #+name: pipeline-1
1073 #+begin_listing clojure
1074 #+begin_src clojure
1075 (defn vision-pipeline
1076 "Create a SceneProcessor object which wraps a vision processing
1077 continuation function. The continuation is a function that takes
1078 [#^Renderer r #^FrameBuffer fb #^ByteBuffer b #^BufferedImage bi],
1079 each of which has already been appropriately sized."
1080 [continuation]
1081 (let [byte-buffer (atom nil)
1082 renderer (atom nil)
1083 image (atom nil)]
1084 (proxy [SceneProcessor] []
1085 (initialize
1086 [renderManager viewPort]
1087 (let [cam (.getCamera viewPort)
1088 width (.getWidth cam)
1089 height (.getHeight cam)]
1090 (reset! renderer (.getRenderer renderManager))
1091 (reset! byte-buffer
1092 (BufferUtils/createByteBuffer
1093 (* width height 4)))
1094 (reset! image (BufferedImage.
1095 width height
1096 BufferedImage/TYPE_4BYTE_ABGR))))
1097 (isInitialized [] (not (nil? @byte-buffer)))
1098 (reshape [_ _ _])
1099 (preFrame [_])
1100 (postQueue [_])
1101 (postFrame
1102 [#^FrameBuffer fb]
1103 (.clear @byte-buffer)
1104 (continuation @renderer fb @byte-buffer @image))
1105 (cleanup []))))
1106 #+end_src
1107 #+end_listing
1109 The continuation function given to =vision-pipeline= above will be
1110 given a =Renderer= and three containers for image data. The
1111 =FrameBuffer= references the GPU image data, but the pixel data
1112 can not be used directly on the CPU. The =ByteBuffer= and
1113 =BufferedImage= are initially "empty" but are sized to hold the
1114 data in the =FrameBuffer=. I call transferring the GPU image data
1115 to the CPU structures "mixing" the image data.
1117 *** Optical sensor arrays are described with images and referenced with metadata
1119 The vision pipeline described above handles the flow of rendered
1120 images. Now, =CORTEX= needs simulated eyes to serve as the source
1121 of these images.
1123 An eye is described in blender in the same way as a joint. They
1124 are zero dimensional empty objects with no geometry whose local
1125 coordinate system determines the orientation of the resulting eye.
1126 All eyes are children of a parent node named "eyes" just as all
1127 joints have a parent named "joints". An eye binds to the nearest
1128 physical object with =bind-sense=.
1130 #+caption: Here, the camera is created based on metadata on the
1131 #+caption: eye-node and attached to the nearest physical object
1132 #+caption: with =bind-sense=
1133 #+name: add-eye
1134 #+begin_listing clojure
1135 #+begin_src clojure
1136 (defn add-eye!
1137 "Create a Camera centered on the current position of 'eye which
1138 follows the closest physical node in 'creature. The camera will
1139 point in the X direction and use the Z vector as up as determined
1140 by the rotation of these vectors in blender coordinate space. Use
1141 XZY rotation for the node in blender."
1142 [#^Node creature #^Spatial eye]
1143 (let [target (closest-node creature eye)
1144 [cam-width cam-height]
1145 ;;[640 480] ;; graphics card on laptop doesn't support
1146 ;; arbitrary dimensions.
1147 (eye-dimensions eye)
1148 cam (Camera. cam-width cam-height)
1149 rot (.getWorldRotation eye)]
1150 (.setLocation cam (.getWorldTranslation eye))
1151 (.lookAtDirection
1152 cam ; this part is not a mistake and
1153 (.mult rot Vector3f/UNIT_X) ; is consistent with using Z in
1154 (.mult rot Vector3f/UNIT_Y)) ; blender as the UP vector.
1155 (.setFrustumPerspective
1156 cam (float 45)
1157 (float (/ (.getWidth cam) (.getHeight cam)))
1158 (float 1)
1159 (float 1000))
1160 (bind-sense target cam) cam))
1161 #+end_src
1162 #+end_listing
1164 *** Simulated Retina
1166 An eye is a surface (the retina) which contains many discrete
1167 sensors to detect light. These sensors can have different
1168 light-sensing properties. In humans, each discrete sensor is
1169 sensitive to red, blue, green, or gray. These different types of
1170 sensors can have different spatial distributions along the retina.
1171 In humans, there is a fovea in the center of the retina which has
1172 a very high density of color sensors, and a blind spot which has
1173 no sensors at all. Sensor density decreases in proportion to
1174 distance from the fovea.
1176 I want to be able to model any retinal configuration, so my
1177 eye-nodes in blender contain metadata pointing to images that
1178 describe the precise position of the individual sensors using
1179 white pixels. The meta-data also describes the precise sensitivity
1180 to light that the sensors described in the image have. An eye can
1181 contain any number of these images. For example, the metadata for
1182 an eye might look like this:
1184 #+begin_src clojure
1185 {0xFF0000 "Models/test-creature/retina-small.png"}
1186 #+end_src
1188 #+caption: An example retinal profile image. White pixels are
1189 #+caption: photo-sensitive elements. The distribution of white
1190 #+caption: pixels is denser in the middle and falls off at the
1191 #+caption: edges and is inspired by the human retina.
1192 #+name: retina
1193 #+ATTR_LaTeX: :width 7cm
1194 [[./images/retina-small.png]]
1196 Together, the number 0xFF0000 and the image above describe the
1197 placement of red-sensitive sensory elements.
1199 Meta-data to very crudely approximate a human eye might be
1200 something like this:
1202 #+begin_src clojure
1203 (let [retinal-profile "Models/test-creature/retina-small.png"]
1204 {0xFF0000 retinal-profile
1205 0x00FF00 retinal-profile
1206 0x0000FF retinal-profile
1207 0xFFFFFF retinal-profile})
1208 #+end_src
1210 The numbers that serve as keys in the map determine a sensor's
1211 relative sensitivity to the channels red, green, and blue. These
1212 sensitivity values are packed into an integer in the order
1213 =|_|R|G|B|= in 8-bit fields. The RGB values of a pixel in the
1214 image are added together with these sensitivities as linear
1215 weights. Therefore, 0xFF0000 means sensitive to red only while
1216 0xFFFFFF means sensitive to all colors equally (gray).
1218 #+caption: This is the core of vision in =CORTEX=. A given eye node
1219 #+caption: is converted into a function that returns visual
1220 #+caption: information from the simulation.
1221 #+name: vision-kernel
1222 #+begin_listing clojure
1223 #+BEGIN_SRC clojure
1224 (defn vision-kernel
1225 "Returns a list of functions, each of which will return a color
1226 channel's worth of visual information when called inside a running
1227 simulation."
1228 [#^Node creature #^Spatial eye & {skip :skip :or {skip 0}}]
1229 (let [retinal-map (retina-sensor-profile eye)
1230 camera (add-eye! creature eye)
1231 vision-image
1232 (atom
1233 (BufferedImage. (.getWidth camera)
1234 (.getHeight camera)
1235 BufferedImage/TYPE_BYTE_BINARY))
1236 register-eye!
1237 (runonce
1238 (fn [world]
1239 (add-camera!
1240 world camera
1241 (let [counter (atom 0)]
1242 (fn [r fb bb bi]
1243 (if (zero? (rem (swap! counter inc) (inc skip)))
1244 (reset! vision-image
1245 (BufferedImage! r fb bb bi))))))))]
1246 (vec
1247 (map
1248 (fn [[key image]]
1249 (let [whites (white-coordinates image)
1250 topology (vec (collapse whites))
1251 sensitivity (sensitivity-presets key key)]
1252 (attached-viewport.
1253 (fn [world]
1254 (register-eye! world)
1255 (vector
1256 topology
1257 (vec
1258 (for [[x y] whites]
1259 (pixel-sense
1260 sensitivity
1261 (.getRGB @vision-image x y))))))
1262 register-eye!)))
1263 retinal-map))))
1264 #+END_SRC
1265 #+end_listing
1267 Note that since each of the functions generated by =vision-kernel=
1268 shares the same =register-eye!= function, the eye will be
1269 registered only once the first time any of the functions from the
1270 list returned by =vision-kernel= is called. Each of the functions
1271 returned by =vision-kernel= also allows access to the =Viewport=
1272 through which it receives images.
1274 All the hard work has been done; all that remains is to apply
1275 =vision-kernel= to each eye in the creature and gather the results
1276 into one list of functions.
1279 #+caption: With =vision!=, =CORTEX= is already a fine simulation
1280 #+caption: environment for experimenting with different types of
1281 #+caption: eyes.
1282 #+name: vision!
1283 #+begin_listing clojure
1284 #+BEGIN_SRC clojure
1285 (defn vision!
1286 "Returns a list of functions, each of which returns visual sensory
1287 data when called inside a running simulation."
1288 [#^Node creature & {skip :skip :or {skip 0}}]
1289 (reduce
1290 concat
1291 (for [eye (eyes creature)]
1292 (vision-kernel creature eye))))
1293 #+END_SRC
1294 #+end_listing
1296 #+caption: Simulated vision with a test creature and the
1297 #+caption: human-like eye approximation. Notice how each channel
1298 #+caption: of the eye responds differently to the differently
1299 #+caption: colored balls.
1300 #+name: worm-vision-test.
1301 #+ATTR_LaTeX: :width 13cm
1302 [[./images/worm-vision.png]]
1304 The vision code is not much more complicated than the body code,
1305 and enables multiple further paths for simulated vision. For
1306 example, it is quite easy to create bifocal vision -- you just
1307 make two eyes next to each other in blender! It is also possible
1308 to encode vision transforms in the retinal files. For example, the
1309 human like retina file in figure \ref{retina} approximates a
1310 log-polar transform.
1312 This vision code has already been absorbed by the jMonkeyEngine
1313 community and is now (in modified form) part of a system for
1314 capturing in-game video to a file.
1316 ** ...but hearing must be built from scratch
1318 At the end of this section I will have simulated ears that work the
1319 same way as the simulated eyes in the last section. I will be able to
1320 place any number of ear-nodes in a blender file, and they will bind to
1321 the closest physical object and follow it as it moves around. Each ear
1322 will provide access to the sound data it picks up between every frame.
1324 Hearing is one of the more difficult senses to simulate, because there
1325 is less support for obtaining the actual sound data that is processed
1326 by jMonkeyEngine3. There is no "split-screen" support for rendering
1327 sound from different points of view, and there is no way to directly
1328 access the rendered sound data.
1330 =CORTEX='s hearing is unique because it does not have any
1331 limitations compared to other simulation environments. As far as I
1332 know, there is no other system that supports multiple listeners,
1333 and the sound demo at the end of this section is the first time
1334 it's been done in a video game environment.
1336 *** Brief Description of jMonkeyEngine's Sound System
1338 jMonkeyEngine's sound system works as follows:
1340 - jMonkeyEngine uses the =AppSettings= for the particular
1341 application to determine what sort of =AudioRenderer= should be
1342 used.
1343 - Although some support is provided for multiple AudioRendering
1344 backends, jMonkeyEngine at the time of this writing will either
1345 pick no =AudioRenderer= at all, or the =LwjglAudioRenderer=.
1346 - jMonkeyEngine tries to figure out what sort of system you're
1347 running and extracts the appropriate native libraries.
1348 - The =LwjglAudioRenderer= uses the [[http://lwjgl.org/][=LWJGL=]] (LightWeight Java Game
1349 Library) bindings to interface with a C library called [[http://kcat.strangesoft.net/openal.html][=OpenAL=]]
1350 - =OpenAL= renders the 3D sound and feeds the rendered sound
1351 directly to any of various sound output devices with which it
1352 knows how to communicate.
1354 A consequence of this is that there's no way to access the actual
1355 sound data produced by =OpenAL=. Even worse, =OpenAL= only supports
1356 one /listener/ (it renders sound data from only one perspective),
1357 which normally isn't a problem for games, but becomes a problem
1358 when trying to make multiple AI creatures that can each hear the
1359 world from a different perspective.
1361 To make many AI creatures in jMonkeyEngine that can each hear the
1362 world from their own perspective, or to make a single creature with
1363 many ears, it is necessary to go all the way back to =OpenAL= and
1364 implement support for simulated hearing there.
1366 *** Extending =OpenAl=
1368 Extending =OpenAL= to support multiple listeners requires 500
1369 lines of =C= code and is too hairy to mention here. Instead, I
1370 will show a small amount of extension code and go over the high
1371 level strategy. Full source is of course available with the
1372 =CORTEX= distribution if you're interested.
1374 =OpenAL= goes to great lengths to support many different systems,
1375 all with different sound capabilities and interfaces. It
1376 accomplishes this difficult task by providing code for many
1377 different sound backends in pseudo-objects called /Devices/.
1378 There's a device for the Linux Open Sound System and the Advanced
1379 Linux Sound Architecture, there's one for Direct Sound on Windows,
1380 and there's even one for Solaris. =OpenAL= solves the problem of
1381 platform independence by providing all these Devices.
1383 Wrapper libraries such as LWJGL are free to examine the system on
1384 which they are running and then select an appropriate device for
1385 that system.
1387 There are also a few "special" devices that don't interface with
1388 any particular system. These include the Null Device, which
1389 doesn't do anything, and the Wave Device, which writes whatever
1390 sound it receives to a file, if everything has been set up
1391 correctly when configuring =OpenAL=.
1393 Actual mixing (Doppler shift and distance.environment-based
1394 attenuation) of the sound data happens in the Devices, and they
1395 are the only point in the sound rendering process where this data
1396 is available.
1398 Therefore, in order to support multiple listeners, and get the
1399 sound data in a form that the AIs can use, it is necessary to
1400 create a new Device which supports this feature.
1402 Adding a device to OpenAL is rather tricky -- there are five
1403 separate files in the =OpenAL= source tree that must be modified
1404 to do so. I named my device the "Multiple Audio Send" Device, or
1405 =Send= Device for short, since it sends audio data back to the
1406 calling application like an Aux-Send cable on a mixing board.
1408 The main idea behind the Send device is to take advantage of the
1409 fact that LWJGL only manages one /context/ when using OpenAL. A
1410 /context/ is like a container that holds samples and keeps track
1411 of where the listener is. In order to support multiple listeners,
1412 the Send device identifies the LWJGL context as the master
1413 context, and creates any number of slave contexts to represent
1414 additional listeners. Every time the device renders sound, it
1415 synchronizes every source from the master LWJGL context to the
1416 slave contexts. Then, it renders each context separately, using a
1417 different listener for each one. The rendered sound is made
1418 available via JNI to jMonkeyEngine.
1420 Switching between contexts is not the normal operation of a
1421 Device, and one of the problems with doing so is that a Device
1422 normally keeps around a few pieces of state such as the
1423 =ClickRemoval= array above which will become corrupted if the
1424 contexts are not rendered in parallel. The solution is to create a
1425 copy of this normally global device state for each context, and
1426 copy it back and forth into and out of the actual device state
1427 whenever a context is rendered.
1429 The core of the =Send= device is the =syncSources= function, which
1430 does the job of copying all relevant data from one context to
1431 another.
1433 #+caption: Program for extending =OpenAL= to support multiple
1434 #+caption: listeners via context copying/switching.
1435 #+name: sync-openal-sources
1436 #+begin_listing c
1437 #+BEGIN_SRC c
1438 void syncSources(ALsource *masterSource, ALsource *slaveSource,
1439 ALCcontext *masterCtx, ALCcontext *slaveCtx){
1440 ALuint master = masterSource->source;
1441 ALuint slave = slaveSource->source;
1442 ALCcontext *current = alcGetCurrentContext();
1444 syncSourcef(master,slave,masterCtx,slaveCtx,AL_PITCH);
1445 syncSourcef(master,slave,masterCtx,slaveCtx,AL_GAIN);
1446 syncSourcef(master,slave,masterCtx,slaveCtx,AL_MAX_DISTANCE);
1447 syncSourcef(master,slave,masterCtx,slaveCtx,AL_ROLLOFF_FACTOR);
1448 syncSourcef(master,slave,masterCtx,slaveCtx,AL_REFERENCE_DISTANCE);
1449 syncSourcef(master,slave,masterCtx,slaveCtx,AL_MIN_GAIN);
1450 syncSourcef(master,slave,masterCtx,slaveCtx,AL_MAX_GAIN);
1451 syncSourcef(master,slave,masterCtx,slaveCtx,AL_CONE_OUTER_GAIN);
1452 syncSourcef(master,slave,masterCtx,slaveCtx,AL_CONE_INNER_ANGLE);
1453 syncSourcef(master,slave,masterCtx,slaveCtx,AL_CONE_OUTER_ANGLE);
1454 syncSourcef(master,slave,masterCtx,slaveCtx,AL_SEC_OFFSET);
1455 syncSourcef(master,slave,masterCtx,slaveCtx,AL_SAMPLE_OFFSET);
1456 syncSourcef(master,slave,masterCtx,slaveCtx,AL_BYTE_OFFSET);
1458 syncSource3f(master,slave,masterCtx,slaveCtx,AL_POSITION);
1459 syncSource3f(master,slave,masterCtx,slaveCtx,AL_VELOCITY);
1460 syncSource3f(master,slave,masterCtx,slaveCtx,AL_DIRECTION);
1462 syncSourcei(master,slave,masterCtx,slaveCtx,AL_SOURCE_RELATIVE);
1463 syncSourcei(master,slave,masterCtx,slaveCtx,AL_LOOPING);
1465 alcMakeContextCurrent(masterCtx);
1466 ALint source_type;
1467 alGetSourcei(master, AL_SOURCE_TYPE, &source_type);
1469 // Only static sources are currently synchronized!
1470 if (AL_STATIC == source_type){
1471 ALint master_buffer;
1472 ALint slave_buffer;
1473 alGetSourcei(master, AL_BUFFER, &master_buffer);
1474 alcMakeContextCurrent(slaveCtx);
1475 alGetSourcei(slave, AL_BUFFER, &slave_buffer);
1476 if (master_buffer != slave_buffer){
1477 alSourcei(slave, AL_BUFFER, master_buffer);
1481 // Synchronize the state of the two sources.
1482 alcMakeContextCurrent(masterCtx);
1483 ALint masterState;
1484 ALint slaveState;
1486 alGetSourcei(master, AL_SOURCE_STATE, &masterState);
1487 alcMakeContextCurrent(slaveCtx);
1488 alGetSourcei(slave, AL_SOURCE_STATE, &slaveState);
1490 if (masterState != slaveState){
1491 switch (masterState){
1492 case AL_INITIAL : alSourceRewind(slave); break;
1493 case AL_PLAYING : alSourcePlay(slave); break;
1494 case AL_PAUSED : alSourcePause(slave); break;
1495 case AL_STOPPED : alSourceStop(slave); break;
1498 // Restore whatever context was previously active.
1499 alcMakeContextCurrent(current);
1501 #+END_SRC
1502 #+end_listing
1504 With this special context-switching device, and some ugly JNI
1505 bindings that are not worth mentioning, =CORTEX= gains the ability
1506 to access multiple sound streams from =OpenAL=.
1508 #+caption: Program to create an ear from a blender empty node. The ear
1509 #+caption: follows around the nearest physical object and passes
1510 #+caption: all sensory data to a continuation function.
1511 #+name: add-ear
1512 #+begin_listing clojure
1513 #+BEGIN_SRC clojure
1514 (defn add-ear!
1515 "Create a Listener centered on the current position of 'ear
1516 which follows the closest physical node in 'creature and
1517 sends sound data to 'continuation."
1518 [#^Application world #^Node creature #^Spatial ear continuation]
1519 (let [target (closest-node creature ear)
1520 lis (Listener.)
1521 audio-renderer (.getAudioRenderer world)
1522 sp (hearing-pipeline continuation)]
1523 (.setLocation lis (.getWorldTranslation ear))
1524 (.setRotation lis (.getWorldRotation ear))
1525 (bind-sense target lis)
1526 (update-listener-velocity! target lis)
1527 (.addListener audio-renderer lis)
1528 (.registerSoundProcessor audio-renderer lis sp)))
1529 #+END_SRC
1530 #+end_listing
1532 The =Send= device, unlike most of the other devices in =OpenAL=,
1533 does not render sound unless asked. This enables the system to
1534 slow down or speed up depending on the needs of the AIs who are
1535 using it to listen. If the device tried to render samples in
1536 real-time, a complicated AI whose mind takes 100 seconds of
1537 computer time to simulate 1 second of AI-time would miss almost
1538 all of the sound in its environment!
1540 #+caption: Program to enable arbitrary hearing in =CORTEX=
1541 #+name: hearing
1542 #+begin_listing clojure
1543 #+BEGIN_SRC clojure
1544 (defn hearing-kernel
1545 "Returns a function which returns auditory sensory data when called
1546 inside a running simulation."
1547 [#^Node creature #^Spatial ear]
1548 (let [hearing-data (atom [])
1549 register-listener!
1550 (runonce
1551 (fn [#^Application world]
1552 (add-ear!
1553 world creature ear
1554 (comp #(reset! hearing-data %)
1555 byteBuffer->pulse-vector))))]
1556 (fn [#^Application world]
1557 (register-listener! world)
1558 (let [data @hearing-data
1559 topology
1560 (vec (map #(vector % 0) (range 0 (count data))))]
1561 [topology data]))))
1563 (defn hearing!
1564 "Endow the creature in a particular world with the sense of
1565 hearing. Will return a sequence of functions, one for each ear,
1566 which when called will return the auditory data from that ear."
1567 [#^Node creature]
1568 (for [ear (ears creature)]
1569 (hearing-kernel creature ear)))
1570 #+END_SRC
1571 #+end_listing
1573 Armed with these functions, =CORTEX= is able to test possibly the
1574 first ever instance of multiple listeners in a video game engine
1575 based simulation!
1577 #+caption: Here a simple creature responds to sound by changing
1578 #+caption: its color from gray to green when the total volume
1579 #+caption: goes over a threshold.
1580 #+name: sound-test
1581 #+begin_listing java
1582 #+BEGIN_SRC java
1583 /**
1584 * Respond to sound! This is the brain of an AI entity that
1585 * hears its surroundings and reacts to them.
1586 */
1587 public void process(ByteBuffer audioSamples,
1588 int numSamples, AudioFormat format) {
1589 audioSamples.clear();
1590 byte[] data = new byte[numSamples];
1591 float[] out = new float[numSamples];
1592 audioSamples.get(data);
1593 FloatSampleTools.
1594 byte2floatInterleaved
1595 (data, 0, out, 0, numSamples/format.getFrameSize(), format);
1597 float max = Float.NEGATIVE_INFINITY;
1598 for (float f : out){if (f > max) max = f;}
1599 audioSamples.clear();
1601 if (max > 0.1){
1602 entity.getMaterial().setColor("Color", ColorRGBA.Green);
1604 else {
1605 entity.getMaterial().setColor("Color", ColorRGBA.Gray);
1607 #+END_SRC
1608 #+end_listing
1610 #+caption: First ever simulation of multiple listeners in =CORTEX=.
1611 #+caption: Each cube is a creature which processes sound data with
1612 #+caption: the =process= function from listing \ref{sound-test}.
1613 #+caption: the ball is constantly emitting a pure tone of
1614 #+caption: constant volume. As it approaches the cubes, they each
1615 #+caption: change color in response to the sound.
1616 #+name: sound-cubes.
1617 #+ATTR_LaTeX: :width 10cm
1618 [[./images/java-hearing-test.png]]
1620 This system of hearing has also been co-opted by the
1621 jMonkeyEngine3 community and is used to record audio for demo
1622 videos.
1624 ** Hundreds of hair-like elements provide a sense of touch
1626 Touch is critical to navigation and spatial reasoning and as such I
1627 need a simulated version of it to give to my AI creatures.
1629 Human skin has a wide array of touch sensors, each of which
1630 specialize in detecting different vibrational modes and pressures.
1631 These sensors can integrate a vast expanse of skin (i.e. your
1632 entire palm), or a tiny patch of skin at the tip of your finger.
1633 The hairs of the skin help detect objects before they even come
1634 into contact with the skin proper.
1636 However, touch in my simulated world can not exactly correspond to
1637 human touch because my creatures are made out of completely rigid
1638 segments that don't deform like human skin.
1640 Instead of measuring deformation or vibration, I surround each
1641 rigid part with a plenitude of hair-like objects (/feelers/) which
1642 do not interact with the physical world. Physical objects can pass
1643 through them with no effect. The feelers are able to tell when
1644 other objects pass through them, and they constantly report how
1645 much of their extent is covered. So even though the creature's body
1646 parts do not deform, the feelers create a margin around those body
1647 parts which achieves a sense of touch which is a hybrid between a
1648 human's sense of deformation and sense from hairs.
1650 Implementing touch in jMonkeyEngine follows a different technical
1651 route than vision and hearing. Those two senses piggybacked off
1652 jMonkeyEngine's 3D audio and video rendering subsystems. To
1653 simulate touch, I use jMonkeyEngine's physics system to execute
1654 many small collision detections, one for each feeler. The placement
1655 of the feelers is determined by a UV-mapped image which shows where
1656 each feeler should be on the 3D surface of the body.
1658 *** Defining Touch Meta-Data in Blender
1660 Each geometry can have a single UV map which describes the
1661 position of the feelers which will constitute its sense of touch.
1662 This image path is stored under the ``touch'' key. The image itself
1663 is black and white, with black meaning a feeler length of 0 (no
1664 feeler is present) and white meaning a feeler length of =scale=,
1665 which is a float stored under the key "scale".
1667 #+caption: Touch does not use empty nodes, to store metadata,
1668 #+caption: because the metadata of each solid part of a
1669 #+caption: creature's body is sufficient.
1670 #+name: touch-meta-data
1671 #+begin_listing clojure
1672 #+BEGIN_SRC clojure
1673 (defn tactile-sensor-profile
1674 "Return the touch-sensor distribution image in BufferedImage format,
1675 or nil if it does not exist."
1676 [#^Geometry obj]
1677 (if-let [image-path (meta-data obj "touch")]
1678 (load-image image-path)))
1680 (defn tactile-scale
1681 "Return the length of each feeler. Default scale is 0.01
1682 jMonkeyEngine units."
1683 [#^Geometry obj]
1684 (if-let [scale (meta-data obj "scale")]
1685 scale 0.1))
1686 #+END_SRC
1687 #+end_listing
1689 Here is an example of a UV-map which specifies the position of
1690 touch sensors along the surface of the upper segment of a fingertip.
1692 #+caption: This is the tactile-sensor-profile for the upper segment
1693 #+caption: of a fingertip. It defines regions of high touch sensitivity
1694 #+caption: (where there are many white pixels) and regions of low
1695 #+caption: sensitivity (where white pixels are sparse).
1696 #+name: fingertip-UV
1697 #+ATTR_LaTeX: :width 13cm
1698 [[./images/finger-UV.png]]
1700 *** Implementation Summary
1702 To simulate touch there are three conceptual steps. For each solid
1703 object in the creature, you first have to get UV image and scale
1704 parameter which define the position and length of the feelers.
1705 Then, you use the triangles which comprise the mesh and the UV
1706 data stored in the mesh to determine the world-space position and
1707 orientation of each feeler. Then once every frame, update these
1708 positions and orientations to match the current position and
1709 orientation of the object, and use physics collision detection to
1710 gather tactile data.
1712 Extracting the meta-data has already been described. The third
1713 step, physics collision detection, is handled in =touch-kernel=.
1714 Translating the positions and orientations of the feelers from the
1715 UV-map to world-space is itself a three-step process.
1717 - Find the triangles which make up the mesh in pixel-space and in
1718 world-space. \\(=triangles=, =pixel-triangles=).
1720 - Find the coordinates of each feeler in world-space. These are
1721 the origins of the feelers. (=feeler-origins=).
1723 - Calculate the normals of the triangles in world space, and add
1724 them to each of the origins of the feelers. These are the
1725 normalized coordinates of the tips of the feelers.
1726 (=feeler-tips=).
1728 *** Triangle Math
1730 The rigid objects which make up a creature have an underlying
1731 =Geometry=, which is a =Mesh= plus a =Material= and other
1732 important data involved with displaying the object.
1734 A =Mesh= is composed of =Triangles=, and each =Triangle= has three
1735 vertices which have coordinates in world space and UV space.
1737 Here, =triangles= gets all the world-space triangles which
1738 comprise a mesh, while =pixel-triangles= gets those same triangles
1739 expressed in pixel coordinates (which are UV coordinates scaled to
1740 fit the height and width of the UV image).
1742 #+caption: Programs to extract triangles from a geometry and get
1743 #+caption: their vertices in both world and UV-coordinates.
1744 #+name: get-triangles
1745 #+begin_listing clojure
1746 #+BEGIN_SRC clojure
1747 (defn triangle
1748 "Get the triangle specified by triangle-index from the mesh."
1749 [#^Geometry geo triangle-index]
1750 (triangle-seq
1751 (let [scratch (Triangle.)]
1752 (.getTriangle (.getMesh geo) triangle-index scratch) scratch)))
1754 (defn triangles
1755 "Return a sequence of all the Triangles which comprise a given
1756 Geometry."
1757 [#^Geometry geo]
1758 (map (partial triangle geo) (range (.getTriangleCount (.getMesh geo)))))
1760 (defn triangle-vertex-indices
1761 "Get the triangle vertex indices of a given triangle from a given
1762 mesh."
1763 [#^Mesh mesh triangle-index]
1764 (let [indices (int-array 3)]
1765 (.getTriangle mesh triangle-index indices)
1766 (vec indices)))
1768 (defn vertex-UV-coord
1769 "Get the UV-coordinates of the vertex named by vertex-index"
1770 [#^Mesh mesh vertex-index]
1771 (let [UV-buffer
1772 (.getData
1773 (.getBuffer
1774 mesh
1775 VertexBuffer$Type/TexCoord))]
1776 [(.get UV-buffer (* vertex-index 2))
1777 (.get UV-buffer (+ 1 (* vertex-index 2)))]))
1779 (defn pixel-triangle [#^Geometry geo image index]
1780 (let [mesh (.getMesh geo)
1781 width (.getWidth image)
1782 height (.getHeight image)]
1783 (vec (map (fn [[u v]] (vector (* width u) (* height v)))
1784 (map (partial vertex-UV-coord mesh)
1785 (triangle-vertex-indices mesh index))))))
1787 (defn pixel-triangles
1788 "The pixel-space triangles of the Geometry, in the same order as
1789 (triangles geo)"
1790 [#^Geometry geo image]
1791 (let [height (.getHeight image)
1792 width (.getWidth image)]
1793 (map (partial pixel-triangle geo image)
1794 (range (.getTriangleCount (.getMesh geo))))))
1795 #+END_SRC
1796 #+end_listing
1798 *** The Affine Transform from one Triangle to Another
1800 =pixel-triangles= gives us the mesh triangles expressed in pixel
1801 coordinates and =triangles= gives us the mesh triangles expressed
1802 in world coordinates. The tactile-sensor-profile gives the
1803 position of each feeler in pixel-space. In order to convert
1804 pixel-space coordinates into world-space coordinates we need
1805 something that takes coordinates on the surface of one triangle
1806 and gives the corresponding coordinates on the surface of another
1807 triangle.
1809 Triangles are [[http://mathworld.wolfram.com/AffineTransformation.html ][affine]], which means any triangle can be transformed
1810 into any other by a combination of translation, scaling, and
1811 rotation. The affine transformation from one triangle to another
1812 is readily computable if the triangle is expressed in terms of a
1813 $4x4$ matrix.
1815 #+BEGIN_LaTeX
1816 $$
1817 \begin{bmatrix}
1818 x_1 & x_2 & x_3 & n_x \\
1819 y_1 & y_2 & y_3 & n_y \\
1820 z_1 & z_2 & z_3 & n_z \\
1821 1 & 1 & 1 & 1
1822 \end{bmatrix}
1823 $$
1824 #+END_LaTeX
1826 Here, the first three columns of the matrix are the vertices of
1827 the triangle. The last column is the right-handed unit normal of
1828 the triangle.
1830 With two triangles $T_{1}$ and $T_{2}$ each expressed as a
1831 matrix like above, the affine transform from $T_{1}$ to $T_{2}$
1832 is $T_{2}T_{1}^{-1}$.
1834 The clojure code below recapitulates the formulas above, using
1835 jMonkeyEngine's =Matrix4f= objects, which can describe any affine
1836 transformation.
1838 #+caption: Program to interpret triangles as affine transforms.
1839 #+name: triangle-affine
1840 #+begin_listing clojure
1841 #+BEGIN_SRC clojure
1842 (defn triangle->matrix4f
1843 "Converts the triangle into a 4x4 matrix: The first three columns
1844 contain the vertices of the triangle; the last contains the unit
1845 normal of the triangle. The bottom row is filled with 1s."
1846 [#^Triangle t]
1847 (let [mat (Matrix4f.)
1848 [vert-1 vert-2 vert-3]
1849 (mapv #(.get t %) (range 3))
1850 unit-normal (do (.calculateNormal t)(.getNormal t))
1851 vertices [vert-1 vert-2 vert-3 unit-normal]]
1852 (dorun
1853 (for [row (range 4) col (range 3)]
1854 (do
1855 (.set mat col row (.get (vertices row) col))
1856 (.set mat 3 row 1)))) mat))
1858 (defn triangles->affine-transform
1859 "Returns the affine transformation that converts each vertex in the
1860 first triangle into the corresponding vertex in the second
1861 triangle."
1862 [#^Triangle tri-1 #^Triangle tri-2]
1863 (.mult
1864 (triangle->matrix4f tri-2)
1865 (.invert (triangle->matrix4f tri-1))))
1866 #+END_SRC
1867 #+end_listing
1869 *** Triangle Boundaries
1871 For efficiency's sake I will divide the tactile-profile image into
1872 small squares which inscribe each pixel-triangle, then extract the
1873 points which lie inside the triangle and map them to 3D-space using
1874 =triangle-transform= above. To do this I need a function,
1875 =convex-bounds= which finds the smallest box which inscribes a 2D
1876 triangle.
1878 =inside-triangle?= determines whether a point is inside a triangle
1879 in 2D pixel-space.
1881 #+caption: Program to efficiently determine point inclusion
1882 #+caption: in a triangle.
1883 #+name: in-triangle
1884 #+begin_listing clojure
1885 #+BEGIN_SRC clojure
1886 (defn convex-bounds
1887 "Returns the smallest square containing the given vertices, as a
1888 vector of integers [left top width height]."
1889 [verts]
1890 (let [xs (map first verts)
1891 ys (map second verts)
1892 x0 (Math/floor (apply min xs))
1893 y0 (Math/floor (apply min ys))
1894 x1 (Math/ceil (apply max xs))
1895 y1 (Math/ceil (apply max ys))]
1896 [x0 y0 (- x1 x0) (- y1 y0)]))
1898 (defn same-side?
1899 "Given the points p1 and p2 and the reference point ref, is point p
1900 on the same side of the line that goes through p1 and p2 as ref is?"
1901 [p1 p2 ref p]
1902 (<=
1904 (.dot
1905 (.cross (.subtract p2 p1) (.subtract p p1))
1906 (.cross (.subtract p2 p1) (.subtract ref p1)))))
1908 (defn inside-triangle?
1909 "Is the point inside the triangle?"
1910 {:author "Dylan Holmes"}
1911 [#^Triangle tri #^Vector3f p]
1912 (let [[vert-1 vert-2 vert-3] [(.get1 tri) (.get2 tri) (.get3 tri)]]
1913 (and
1914 (same-side? vert-1 vert-2 vert-3 p)
1915 (same-side? vert-2 vert-3 vert-1 p)
1916 (same-side? vert-3 vert-1 vert-2 p))))
1917 #+END_SRC
1918 #+end_listing
1920 *** Feeler Coordinates
1922 The triangle-related functions above make short work of
1923 calculating the positions and orientations of each feeler in
1924 world-space.
1926 #+caption: Program to get the coordinates of ``feelers '' in
1927 #+caption: both world and UV-coordinates.
1928 #+name: feeler-coordinates
1929 #+begin_listing clojure
1930 #+BEGIN_SRC clojure
1931 (defn feeler-pixel-coords
1932 "Returns the coordinates of the feelers in pixel space in lists, one
1933 list for each triangle, ordered in the same way as (triangles) and
1934 (pixel-triangles)."
1935 [#^Geometry geo image]
1936 (map
1937 (fn [pixel-triangle]
1938 (filter
1939 (fn [coord]
1940 (inside-triangle? (->triangle pixel-triangle)
1941 (->vector3f coord)))
1942 (white-coordinates image (convex-bounds pixel-triangle))))
1943 (pixel-triangles geo image)))
1945 (defn feeler-world-coords
1946 "Returns the coordinates of the feelers in world space in lists, one
1947 list for each triangle, ordered in the same way as (triangles) and
1948 (pixel-triangles)."
1949 [#^Geometry geo image]
1950 (let [transforms
1951 (map #(triangles->affine-transform
1952 (->triangle %1) (->triangle %2))
1953 (pixel-triangles geo image)
1954 (triangles geo))]
1955 (map (fn [transform coords]
1956 (map #(.mult transform (->vector3f %)) coords))
1957 transforms (feeler-pixel-coords geo image))))
1958 #+END_SRC
1959 #+end_listing
1961 #+caption: Program to get the position of the base and tip of
1962 #+caption: each ``feeler''
1963 #+name: feeler-tips
1964 #+begin_listing clojure
1965 #+BEGIN_SRC clojure
1966 (defn feeler-origins
1967 "The world space coordinates of the root of each feeler."
1968 [#^Geometry geo image]
1969 (reduce concat (feeler-world-coords geo image)))
1971 (defn feeler-tips
1972 "The world space coordinates of the tip of each feeler."
1973 [#^Geometry geo image]
1974 (let [world-coords (feeler-world-coords geo image)
1975 normals
1976 (map
1977 (fn [triangle]
1978 (.calculateNormal triangle)
1979 (.clone (.getNormal triangle)))
1980 (map ->triangle (triangles geo)))]
1982 (mapcat (fn [origins normal]
1983 (map #(.add % normal) origins))
1984 world-coords normals)))
1986 (defn touch-topology
1987 [#^Geometry geo image]
1988 (collapse (reduce concat (feeler-pixel-coords geo image))))
1989 #+END_SRC
1990 #+end_listing
1992 *** Simulated Touch
1994 Now that the functions to construct feelers are complete,
1995 =touch-kernel= generates functions to be called from within a
1996 simulation that perform the necessary physics collisions to
1997 collect tactile data, and =touch!= recursively applies it to every
1998 node in the creature.
2000 #+caption: Efficient program to transform a ray from
2001 #+caption: one position to another.
2002 #+name: set-ray
2003 #+begin_listing clojure
2004 #+BEGIN_SRC clojure
2005 (defn set-ray [#^Ray ray #^Matrix4f transform
2006 #^Vector3f origin #^Vector3f tip]
2007 ;; Doing everything locally reduces garbage collection by enough to
2008 ;; be worth it.
2009 (.mult transform origin (.getOrigin ray))
2010 (.mult transform tip (.getDirection ray))
2011 (.subtractLocal (.getDirection ray) (.getOrigin ray))
2012 (.normalizeLocal (.getDirection ray)))
2013 #+END_SRC
2014 #+end_listing
2016 #+caption: This is the core of touch in =CORTEX= each feeler
2017 #+caption: follows the object it is bound to, reporting any
2018 #+caption: collisions that may happen.
2019 #+name: touch-kernel
2020 #+begin_listing clojure
2021 #+BEGIN_SRC clojure
2022 (defn touch-kernel
2023 "Constructs a function which will return tactile sensory data from
2024 'geo when called from inside a running simulation"
2025 [#^Geometry geo]
2026 (if-let
2027 [profile (tactile-sensor-profile geo)]
2028 (let [ray-reference-origins (feeler-origins geo profile)
2029 ray-reference-tips (feeler-tips geo profile)
2030 ray-length (tactile-scale geo)
2031 current-rays (map (fn [_] (Ray.)) ray-reference-origins)
2032 topology (touch-topology geo profile)
2033 correction (float (* ray-length -0.2))]
2034 ;; slight tolerance for very close collisions.
2035 (dorun
2036 (map (fn [origin tip]
2037 (.addLocal origin (.mult (.subtract tip origin)
2038 correction)))
2039 ray-reference-origins ray-reference-tips))
2040 (dorun (map #(.setLimit % ray-length) current-rays))
2041 (fn [node]
2042 (let [transform (.getWorldMatrix geo)]
2043 (dorun
2044 (map (fn [ray ref-origin ref-tip]
2045 (set-ray ray transform ref-origin ref-tip))
2046 current-rays ray-reference-origins
2047 ray-reference-tips))
2048 (vector
2049 topology
2050 (vec
2051 (for [ray current-rays]
2052 (do
2053 (let [results (CollisionResults.)]
2054 (.collideWith node ray results)
2055 (let [touch-objects
2056 (filter #(not (= geo (.getGeometry %)))
2057 results)
2058 limit (.getLimit ray)]
2059 [(if (empty? touch-objects)
2060 limit
2061 (let [response
2062 (apply min (map #(.getDistance %)
2063 touch-objects))]
2064 (FastMath/clamp
2065 (float
2066 (if (> response limit) (float 0.0)
2067 (+ response correction)))
2068 (float 0.0)
2069 limit)))
2070 limit])))))))))))
2071 #+END_SRC
2072 #+end_listing
2074 Armed with the =touch!= function, =CORTEX= becomes capable of
2075 giving creatures a sense of touch. A simple test is to create a
2076 cube that is outfitted with a uniform distribution of touch
2077 sensors. It can feel the ground and any balls that it touches.
2079 #+caption: =CORTEX= interface for creating touch in a simulated
2080 #+caption: creature.
2081 #+name: touch
2082 #+begin_listing clojure
2083 #+BEGIN_SRC clojure
2084 (defn touch!
2085 "Endow the creature with the sense of touch. Returns a sequence of
2086 functions, one for each body part with a tactile-sensor-profile,
2087 each of which when called returns sensory data for that body part."
2088 [#^Node creature]
2089 (filter
2090 (comp not nil?)
2091 (map touch-kernel
2092 (filter #(isa? (class %) Geometry)
2093 (node-seq creature)))))
2094 #+END_SRC
2095 #+end_listing
2097 The tactile-sensor-profile image for the touch cube is a simple
2098 cross with a uniform distribution of touch sensors:
2100 #+caption: The touch profile for the touch-cube. Each pure white
2101 #+caption: pixel defines a touch sensitive feeler.
2102 #+name: touch-cube-uv-map
2103 #+ATTR_LaTeX: :width 7cm
2104 [[./images/touch-profile.png]]
2106 #+caption: The touch cube reacts to cannonballs. The black, red,
2107 #+caption: and white cross on the right is a visual display of
2108 #+caption: the creature's touch. White means that it is feeling
2109 #+caption: something strongly, black is not feeling anything,
2110 #+caption: and gray is in-between. The cube can feel both the
2111 #+caption: floor and the ball. Notice that when the ball causes
2112 #+caption: the cube to tip, that the bottom face can still feel
2113 #+caption: part of the ground.
2114 #+name: touch-cube-uv-map-2
2115 #+ATTR_LaTeX: :width 15cm
2116 [[./images/touch-cube.png]]
2118 ** Proprioception provides knowledge of your own body's position
2120 Close your eyes, and touch your nose with your right index finger.
2121 How did you do it? You could not see your hand, and neither your
2122 hand nor your nose could use the sense of touch to guide the path
2123 of your hand. There are no sound cues, and Taste and Smell
2124 certainly don't provide any help. You know where your hand is
2125 without your other senses because of Proprioception.
2127 Humans can sometimes loose this sense through viral infections or
2128 damage to the spinal cord or brain, and when they do, they loose
2129 the ability to control their own bodies without looking directly at
2130 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 a
2131 Hat]] (\cite{man-wife-hat}), a woman named Christina looses this
2132 sense and has to learn how to move by carefully watching her arms
2133 and legs. She describes proprioception as the "eyes of the body,
2134 the way the body sees itself".
2136 Proprioception in humans is mediated by [[http://en.wikipedia.org/wiki/Articular_capsule][joint capsules]], [[http://en.wikipedia.org/wiki/Muscle_spindle][muscle
2137 spindles]], and the [[http://en.wikipedia.org/wiki/Golgi_tendon_organ][Golgi tendon organs]]. These measure the relative
2138 positions of each body part by monitoring muscle strain and length.
2140 It's clear that this is a vital sense for fluid, graceful movement.
2141 It's also particularly easy to implement in jMonkeyEngine.
2143 My simulated proprioception calculates the relative angles of each
2144 joint from the rest position defined in the blender file. This
2145 simulates the muscle-spindles and joint capsules. I will deal with
2146 Golgi tendon organs, which calculate muscle strain, in the next
2147 section.
2149 *** Helper functions
2151 =absolute-angle= calculates the angle between two vectors,
2152 relative to a third axis vector. This angle is the number of
2153 radians you have to move counterclockwise around the axis vector
2154 to get from the first to the second vector. It is not commutative
2155 like a normal dot-product angle is.
2157 The purpose of these functions is to build a system of angle
2158 measurement that is biologically plausible.
2160 #+caption: Program to measure angles along a vector
2161 #+name: helpers
2162 #+begin_listing clojure
2163 #+BEGIN_SRC clojure
2164 (defn right-handed?
2165 "true iff the three vectors form a right handed coordinate
2166 system. The three vectors do not have to be normalized or
2167 orthogonal."
2168 [vec1 vec2 vec3]
2169 (pos? (.dot (.cross vec1 vec2) vec3)))
2171 (defn absolute-angle
2172 "The angle between 'vec1 and 'vec2 around 'axis. In the range
2173 [0 (* 2 Math/PI)]."
2174 [vec1 vec2 axis]
2175 (let [angle (.angleBetween vec1 vec2)]
2176 (if (right-handed? vec1 vec2 axis)
2177 angle (- (* 2 Math/PI) angle))))
2178 #+END_SRC
2179 #+end_listing
2181 *** Proprioception Kernel
2183 Given a joint, =proprioception-kernel= produces a function that
2184 calculates the Euler angles between the objects the joint
2185 connects. The only tricky part here is making the angles relative
2186 to the joint's initial ``straightness''.
2188 #+caption: Program to return biologically reasonable proprioceptive
2189 #+caption: data for each joint.
2190 #+name: proprioception
2191 #+begin_listing clojure
2192 #+BEGIN_SRC clojure
2193 (defn proprioception-kernel
2194 "Returns a function which returns proprioceptive sensory data when
2195 called inside a running simulation."
2196 [#^Node parts #^Node joint]
2197 (let [[obj-a obj-b] (joint-targets parts joint)
2198 joint-rot (.getWorldRotation joint)
2199 x0 (.mult joint-rot Vector3f/UNIT_X)
2200 y0 (.mult joint-rot Vector3f/UNIT_Y)
2201 z0 (.mult joint-rot Vector3f/UNIT_Z)]
2202 (fn []
2203 (let [rot-a (.clone (.getWorldRotation obj-a))
2204 rot-b (.clone (.getWorldRotation obj-b))
2205 x (.mult rot-a x0)
2206 y (.mult rot-a y0)
2207 z (.mult rot-a z0)
2209 X (.mult rot-b x0)
2210 Y (.mult rot-b y0)
2211 Z (.mult rot-b z0)
2212 heading (Math/atan2 (.dot X z) (.dot X x))
2213 pitch (Math/atan2 (.dot X y) (.dot X x))
2215 ;; rotate x-vector back to origin
2216 reverse
2217 (doto (Quaternion.)
2218 (.fromAngleAxis
2219 (.angleBetween X x)
2220 (let [cross (.normalize (.cross X x))]
2221 (if (= 0 (.length cross)) y cross))))
2222 roll (absolute-angle (.mult reverse Y) y x)]
2223 [heading pitch roll]))))
2225 (defn proprioception!
2226 "Endow the creature with the sense of proprioception. Returns a
2227 sequence of functions, one for each child of the \"joints\" node in
2228 the creature, which each report proprioceptive information about
2229 that joint."
2230 [#^Node creature]
2231 ;; extract the body's joints
2232 (let [senses (map (partial proprioception-kernel creature)
2233 (joints creature))]
2234 (fn []
2235 (map #(%) senses))))
2236 #+END_SRC
2237 #+end_listing
2239 =proprioception!= maps =proprioception-kernel= across all the
2240 joints of the creature. It uses the same list of joints that
2241 =joints= uses. Proprioception is the easiest sense to implement in
2242 =CORTEX=, and it will play a crucial role when efficiently
2243 implementing empathy.
2245 #+caption: In the upper right corner, the three proprioceptive
2246 #+caption: angle measurements are displayed. Red is yaw, Green is
2247 #+caption: pitch, and White is roll.
2248 #+name: proprio
2249 #+ATTR_LaTeX: :width 11cm
2250 [[./images/proprio.png]]
2252 ** Muscles contain both sensors and effectors
2254 Surprisingly enough, terrestrial creatures only move by using
2255 torque applied about their joints. There's not a single straight
2256 line of force in the human body at all! (A straight line of force
2257 would correspond to some sort of jet or rocket propulsion.)
2259 In humans, muscles are composed of muscle fibers which can contract
2260 to exert force. The muscle fibers which compose a muscle are
2261 partitioned into discrete groups which are each controlled by a
2262 single alpha motor neuron. A single alpha motor neuron might
2263 control as little as three or as many as one thousand muscle
2264 fibers. When the alpha motor neuron is engaged by the spinal cord,
2265 it activates all of the muscle fibers to which it is attached. The
2266 spinal cord generally engages the alpha motor neurons which control
2267 few muscle fibers before the motor neurons which control many
2268 muscle fibers. This recruitment strategy allows for precise
2269 movements at low strength. The collection of all motor neurons that
2270 control a muscle is called the motor pool. The brain essentially
2271 says "activate 30% of the motor pool" and the spinal cord recruits
2272 motor neurons until 30% are activated. Since the distribution of
2273 power among motor neurons is unequal and recruitment goes from
2274 weakest to strongest, the first 30% of the motor pool might be 5%
2275 of the strength of the muscle.
2277 My simulated muscles follow a similar design: Each muscle is
2278 defined by a 1-D array of numbers (the "motor pool"). Each entry in
2279 the array represents a motor neuron which controls a number of
2280 muscle fibers equal to the value of the entry. Each muscle has a
2281 scalar strength factor which determines the total force the muscle
2282 can exert when all motor neurons are activated. The effector
2283 function for a muscle takes a number to index into the motor pool,
2284 and then "activates" all the motor neurons whose index is lower or
2285 equal to the number. Each motor-neuron will apply force in
2286 proportion to its value in the array. Lower values cause less
2287 force. The lower values can be put at the "beginning" of the 1-D
2288 array to simulate the layout of actual human muscles, which are
2289 capable of more precise movements when exerting less force. Or, the
2290 motor pool can simulate more exotic recruitment strategies which do
2291 not correspond to human muscles.
2293 This 1D array is defined in an image file for ease of
2294 creation/visualization. Here is an example muscle profile image.
2296 #+caption: A muscle profile image that describes the strengths
2297 #+caption: of each motor neuron in a muscle. White is weakest
2298 #+caption: and dark red is strongest. This particular pattern
2299 #+caption: has weaker motor neurons at the beginning, just
2300 #+caption: like human muscle.
2301 #+name: muscle-recruit
2302 #+ATTR_LaTeX: :width 7cm
2303 [[./images/basic-muscle.png]]
2305 *** Muscle meta-data
2307 #+caption: Program to deal with loading muscle data from a blender
2308 #+caption: file's metadata.
2309 #+name: motor-pool
2310 #+begin_listing clojure
2311 #+BEGIN_SRC clojure
2312 (defn muscle-profile-image
2313 "Get the muscle-profile image from the node's blender meta-data."
2314 [#^Node muscle]
2315 (if-let [image (meta-data muscle "muscle")]
2316 (load-image image)))
2318 (defn muscle-strength
2319 "Return the strength of this muscle, or 1 if it is not defined."
2320 [#^Node muscle]
2321 (if-let [strength (meta-data muscle "strength")]
2322 strength 1))
2324 (defn motor-pool
2325 "Return a vector where each entry is the strength of the \"motor
2326 neuron\" at that part in the muscle."
2327 [#^Node muscle]
2328 (let [profile (muscle-profile-image muscle)]
2329 (vec
2330 (let [width (.getWidth profile)]
2331 (for [x (range width)]
2332 (- 255
2333 (bit-and
2334 0x0000FF
2335 (.getRGB profile x 0))))))))
2336 #+END_SRC
2337 #+end_listing
2339 Of note here is =motor-pool= which interprets the muscle-profile
2340 image in a way that allows me to use gradients between white and
2341 red, instead of shades of gray as I've been using for all the
2342 other senses. This is purely an aesthetic touch.
2344 *** Creating muscles
2346 #+caption: This is the core movement function in =CORTEX=, which
2347 #+caption: implements muscles that report on their activation.
2348 #+name: muscle-kernel
2349 #+begin_listing clojure
2350 #+BEGIN_SRC clojure
2351 (defn movement-kernel
2352 "Returns a function which when called with a integer value inside a
2353 running simulation will cause movement in the creature according
2354 to the muscle's position and strength profile. Each function
2355 returns the amount of force applied / max force."
2356 [#^Node creature #^Node muscle]
2357 (let [target (closest-node creature muscle)
2358 axis
2359 (.mult (.getWorldRotation muscle) Vector3f/UNIT_Y)
2360 strength (muscle-strength muscle)
2362 pool (motor-pool muscle)
2363 pool-integral (reductions + pool)
2364 forces
2365 (vec (map #(float (* strength (/ % (last pool-integral))))
2366 pool-integral))
2367 control (.getControl target RigidBodyControl)]
2368 ;;(println-repl (.getName target) axis)
2369 (fn [n]
2370 (let [pool-index (max 0 (min n (dec (count pool))))
2371 force (forces pool-index)]
2372 (.applyTorque control (.mult axis force))
2373 (float (/ force strength))))))
2375 (defn movement!
2376 "Endow the creature with the power of movement. Returns a sequence
2377 of functions, each of which accept an integer value and will
2378 activate their corresponding muscle."
2379 [#^Node creature]
2380 (for [muscle (muscles creature)]
2381 (movement-kernel creature muscle)))
2382 #+END_SRC
2383 #+end_listing
2386 =movement-kernel= creates a function that controls the movement
2387 of the nearest physical node to the muscle node. The muscle exerts
2388 a rotational force dependent on it's orientation to the object in
2389 the blender file. The function returned by =movement-kernel= is
2390 also a sense function: it returns the percent of the total muscle
2391 strength that is currently being employed. This is analogous to
2392 muscle tension in humans and completes the sense of proprioception
2393 begun in the last section.
2395 ** =CORTEX= brings complex creatures to life!
2397 The ultimate test of =CORTEX= is to create a creature with the full
2398 gamut of senses and put it though its paces.
2400 With all senses enabled, my right hand model looks like an
2401 intricate marionette hand with several strings for each finger:
2403 #+caption: View of the hand model with all sense nodes. You can see
2404 #+caption: the joint, muscle, ear, and eye nodes here.
2405 #+name: hand-nodes-1
2406 #+ATTR_LaTeX: :width 11cm
2407 [[./images/hand-with-all-senses2.png]]
2409 #+caption: An alternate view of the hand.
2410 #+name: hand-nodes-2
2411 #+ATTR_LaTeX: :width 15cm
2412 [[./images/hand-with-all-senses3.png]]
2414 With the hand fully rigged with senses, I can run it though a test
2415 that will test everything.
2417 #+caption: A full test of the hand with all senses. Note especially
2418 #+caption: the interactions the hand has with itself: it feels
2419 #+caption: its own palm and fingers, and when it curls its fingers,
2420 #+caption: it sees them with its eye (which is located in the center
2421 #+caption: of the palm. The red block appears with a pure tone sound.
2422 #+caption: The hand then uses its muscles to launch the cube!
2423 #+name: integration
2424 #+ATTR_LaTeX: :width 16cm
2425 [[./images/integration.png]]
2427 ** =CORTEX= enables many possibilities for further research
2429 Often times, the hardest part of building a system involving
2430 creatures is dealing with physics and graphics. =CORTEX= removes
2431 much of this initial difficulty and leaves researchers free to
2432 directly pursue their ideas. I hope that even undergrads with a
2433 passing curiosity about simulated touch or creature evolution will
2434 be able to use cortex for experimentation. =CORTEX= is a completely
2435 simulated world, and far from being a disadvantage, its simulated
2436 nature enables you to create senses and creatures that would be
2437 impossible to make in the real world.
2439 While not by any means a complete list, here are some paths
2440 =CORTEX= is well suited to help you explore:
2442 - Empathy :: my empathy program leaves many areas for
2443 improvement, among which are using vision to infer
2444 proprioception and looking up sensory experience with imagined
2445 vision, touch, and sound.
2446 - Evolution :: Karl Sims created a rich environment for
2447 simulating the evolution of creatures on a connection
2448 machine. Today, this can be redone and expanded with =CORTEX=
2449 on an ordinary computer.
2450 - Exotic senses :: Cortex enables many fascinating senses that are
2451 not possible to build in the real world. For example,
2452 telekinesis is an interesting avenue to explore. You can also
2453 make a ``semantic'' sense which looks up metadata tags on
2454 objects in the environment the metadata tags might contain
2455 other sensory information.
2456 - Imagination via subworlds :: this would involve a creature with
2457 an effector which creates an entire new sub-simulation where
2458 the creature has direct control over placement/creation of
2459 objects via simulated telekinesis. The creature observes this
2460 sub-world through it's normal senses and uses its observations
2461 to make predictions about its top level world.
2462 - Simulated prescience :: step the simulation forward a few ticks,
2463 gather sensory data, then supply this data for the creature as
2464 one of its actual senses. The cost of prescience is slowing
2465 the simulation down by a factor proportional to however far
2466 you want the entities to see into the future. What happens
2467 when two evolved creatures that can each see into the future
2468 fight each other?
2469 - Swarm creatures :: Program a group of creatures that cooperate
2470 with each other. Because the creatures would be simulated, you
2471 could investigate computationally complex rules of behavior
2472 which still, from the group's point of view, would happen in
2473 ``real time''. Interactions could be as simple as cellular
2474 organisms communicating via flashing lights, or as complex as
2475 humanoids completing social tasks, etc.
2476 - =HACKER= for writing muscle-control programs :: Presented with
2477 low-level muscle control/ sense API, generate higher level
2478 programs for accomplishing various stated goals. Example goals
2479 might be "extend all your fingers" or "move your hand into the
2480 area with blue light" or "decrease the angle of this joint".
2481 It would be like Sussman's HACKER, except it would operate
2482 with much more data in a more realistic world. Start off with
2483 "calisthenics" to develop subroutines over the motor control
2484 API. This would be the "spinal chord" of a more intelligent
2485 creature. The low level programming code might be a turning
2486 machine that could develop programs to iterate over a "tape"
2487 where each entry in the tape could control recruitment of the
2488 fibers in a muscle.
2489 - Sense fusion :: There is much work to be done on sense
2490 integration -- building up a coherent picture of the world and
2491 the things in it with =CORTEX= as a base, you can explore
2492 concepts like self-organizing maps or cross modal clustering
2493 in ways that have never before been tried.
2494 - Inverse kinematics :: experiments in sense guided motor control
2495 are easy given =CORTEX='s support -- you can get right to the
2496 hard control problems without worrying about physics or
2497 senses.
2499 \newpage
2501 * =EMPATH=: action recognition in a simulated worm
2503 Here I develop a computational model of empathy, using =CORTEX= as a
2504 base. Empathy in this context is the ability to observe another
2505 creature and infer what sorts of sensations that creature is
2506 feeling. My empathy algorithm involves multiple phases. First is
2507 free-play, where the creature moves around and gains sensory
2508 experience. From this experience I construct a representation of the
2509 creature's sensory state space, which I call \Phi-space. Using
2510 \Phi-space, I construct an efficient function which takes the
2511 limited data that comes from observing another creature and enriches
2512 it with a full compliment of imagined sensory data. I can then use
2513 the imagined sensory data to recognize what the observed creature is
2514 doing and feeling, using straightforward embodied action predicates.
2515 This is all demonstrated with using a simple worm-like creature, and
2516 recognizing worm-actions based on limited data.
2518 #+caption: Here is the worm with which we will be working.
2519 #+caption: It is composed of 5 segments. Each segment has a
2520 #+caption: pair of extensor and flexor muscles. Each of the
2521 #+caption: worm's four joints is a hinge joint which allows
2522 #+caption: about 30 degrees of rotation to either side. Each segment
2523 #+caption: of the worm is touch-capable and has a uniform
2524 #+caption: distribution of touch sensors on each of its faces.
2525 #+caption: Each joint has a proprioceptive sense to detect
2526 #+caption: relative positions. The worm segments are all the
2527 #+caption: same except for the first one, which has a much
2528 #+caption: higher weight than the others to allow for easy
2529 #+caption: manual motor control.
2530 #+name: basic-worm-view
2531 #+ATTR_LaTeX: :width 10cm
2532 [[./images/basic-worm-view.png]]
2534 #+caption: Program for reading a worm from a blender file and
2535 #+caption: outfitting it with the senses of proprioception,
2536 #+caption: touch, and the ability to move, as specified in the
2537 #+caption: blender file.
2538 #+name: get-worm
2539 #+begin_listing clojure
2540 #+begin_src clojure
2541 (defn worm []
2542 (let [model (load-blender-model "Models/worm/worm.blend")]
2543 {:body (doto model (body!))
2544 :touch (touch! model)
2545 :proprioception (proprioception! model)
2546 :muscles (movement! model)}))
2547 #+end_src
2548 #+end_listing
2550 ** Embodiment factors action recognition into manageable parts
2552 Using empathy, I divide the problem of action recognition into a
2553 recognition process expressed in the language of a full compliment
2554 of senses, and an imaginative process that generates full sensory
2555 data from partial sensory data. Splitting the action recognition
2556 problem in this manner greatly reduces the total amount of work to
2557 recognize actions: The imaginative process is mostly just matching
2558 previous experience, and the recognition process gets to use all
2559 the senses to directly describe any action.
2561 ** Action recognition is easy with a full gamut of senses
2563 Embodied representations using multiple senses such as touch,
2564 proprioception, and muscle tension turns out be exceedingly
2565 efficient at describing body-centered actions. It is the right
2566 language for the job. For example, it takes only around 5 lines of
2567 LISP code to describe the action of curling using embodied
2568 primitives. It takes about 10 lines to describe the seemingly
2569 complicated action of wiggling.
2571 The following action predicates each take a stream of sensory
2572 experience, observe however much of it they desire, and decide
2573 whether the worm is doing the action they describe. =curled?=
2574 relies on proprioception, =resting?= relies on touch, =wiggling?=
2575 relies on a Fourier analysis of muscle contraction, and
2576 =grand-circle?= relies on touch and reuses =curled?= in its
2577 definition, showing how embodied predicates can be composed.
2580 #+caption: Program for detecting whether the worm is curled. This is the
2581 #+caption: simplest action predicate, because it only uses the last frame
2582 #+caption: of sensory experience, and only uses proprioceptive data. Even
2583 #+caption: this simple predicate, however, is automatically frame
2584 #+caption: independent and ignores vermopomorphic\protect\footnotemark
2585 #+caption: \space differences such as worm textures and colors.
2586 #+name: curled
2587 #+begin_listing clojure
2588 #+begin_src clojure
2589 (defn curled?
2590 "Is the worm curled up?"
2591 [experiences]
2592 (every?
2593 (fn [[_ _ bend]]
2594 (> (Math/sin bend) 0.64))
2595 (:proprioception (peek experiences))))
2596 #+end_src
2597 #+end_listing
2599 #+BEGIN_LaTeX
2600 \footnotetext{Like \emph{anthropomorphic} except for worms instead of humans.}
2601 #+END_LaTeX
2603 #+caption: Program for summarizing the touch information in a patch
2604 #+caption: of skin.
2605 #+name: touch-summary
2606 #+begin_listing clojure
2607 #+begin_src clojure
2608 (defn contact
2609 "Determine how much contact a particular worm segment has with
2610 other objects. Returns a value between 0 and 1, where 1 is full
2611 contact and 0 is no contact."
2612 [touch-region [coords contact :as touch]]
2613 (-> (zipmap coords contact)
2614 (select-keys touch-region)
2615 (vals)
2616 (#(map first %))
2617 (average)
2618 (* 10)
2619 (- 1)
2620 (Math/abs)))
2621 #+end_src
2622 #+end_listing
2625 #+caption: Program for detecting whether the worm is at rest. This program
2626 #+caption: uses a summary of the tactile information from the underbelly
2627 #+caption: of the worm, and is only true if every segment is touching the
2628 #+caption: floor. Note that this function contains no references to
2629 #+caption: proprioception at all.
2630 #+name: resting
2631 #+begin_listing clojure
2632 #+begin_src clojure
2633 (def worm-segment-bottom (rect-region [8 15] [14 22]))
2635 (defn resting?
2636 "Is the worm resting on the ground?"
2637 [experiences]
2638 (every?
2639 (fn [touch-data]
2640 (< 0.9 (contact worm-segment-bottom touch-data)))
2641 (:touch (peek experiences))))
2642 #+end_src
2643 #+end_listing
2645 #+caption: Program for detecting whether the worm is curled up into a
2646 #+caption: full circle. Here the embodied approach begins to shine, as
2647 #+caption: I am able to both use a previous action predicate (=curled?=)
2648 #+caption: as well as the direct tactile experience of the head and tail.
2649 #+name: grand-circle
2650 #+begin_listing clojure
2651 #+begin_src clojure
2652 (def worm-segment-bottom-tip (rect-region [15 15] [22 22]))
2654 (def worm-segment-top-tip (rect-region [0 15] [7 22]))
2656 (defn grand-circle?
2657 "Does the worm form a majestic circle (one end touching the other)?"
2658 [experiences]
2659 (and (curled? experiences)
2660 (let [worm-touch (:touch (peek experiences))
2661 tail-touch (worm-touch 0)
2662 head-touch (worm-touch 4)]
2663 (and (< 0.55 (contact worm-segment-bottom-tip tail-touch))
2664 (< 0.55 (contact worm-segment-top-tip head-touch))))))
2665 #+end_src
2666 #+end_listing
2669 #+caption: Program for detecting whether the worm has been wiggling for
2670 #+caption: the last few frames. It uses a Fourier analysis of the muscle
2671 #+caption: contractions of the worm's tail to determine wiggling. This is
2672 #+caption: significant because there is no particular frame that clearly
2673 #+caption: indicates that the worm is wiggling --- only when multiple frames
2674 #+caption: are analyzed together is the wiggling revealed. Defining
2675 #+caption: wiggling this way also gives the worm an opportunity to learn
2676 #+caption: and recognize ``frustrated wiggling'', where the worm tries to
2677 #+caption: wiggle but can't. Frustrated wiggling is very visually different
2678 #+caption: from actual wiggling, but this definition gives it to us for free.
2679 #+name: wiggling
2680 #+begin_listing clojure
2681 #+begin_src clojure
2682 (defn fft [nums]
2683 (map
2684 #(.getReal %)
2685 (.transform
2686 (FastFourierTransformer. DftNormalization/STANDARD)
2687 (double-array nums) TransformType/FORWARD)))
2689 (def indexed (partial map-indexed vector))
2691 (defn max-indexed [s]
2692 (first (sort-by (comp - second) (indexed s))))
2694 (defn wiggling?
2695 "Is the worm wiggling?"
2696 [experiences]
2697 (let [analysis-interval 0x40]
2698 (when (> (count experiences) analysis-interval)
2699 (let [a-flex 3
2700 a-ex 2
2701 muscle-activity
2702 (map :muscle (vector:last-n experiences analysis-interval))
2703 base-activity
2704 (map #(- (% a-flex) (% a-ex)) muscle-activity)]
2705 (= 2
2706 (first
2707 (max-indexed
2708 (map #(Math/abs %)
2709 (take 20 (fft base-activity))))))))))
2710 #+end_src
2711 #+end_listing
2713 With these action predicates, I can now recognize the actions of
2714 the worm while it is moving under my control and I have access to
2715 all the worm's senses.
2717 #+caption: Use the action predicates defined earlier to report on
2718 #+caption: what the worm is doing while in simulation.
2719 #+name: report-worm-activity
2720 #+begin_listing clojure
2721 #+begin_src clojure
2722 (defn debug-experience
2723 [experiences text]
2724 (cond
2725 (grand-circle? experiences) (.setText text "Grand Circle")
2726 (curled? experiences) (.setText text "Curled")
2727 (wiggling? experiences) (.setText text "Wiggling")
2728 (resting? experiences) (.setText text "Resting")))
2729 #+end_src
2730 #+end_listing
2732 #+caption: Using =debug-experience=, the body-centered predicates
2733 #+caption: work together to classify the behavior of the worm.
2734 #+caption: the predicates are operating with access to the worm's
2735 #+caption: full sensory data.
2736 #+name: basic-worm-view
2737 #+ATTR_LaTeX: :width 10cm
2738 [[./images/worm-identify-init.png]]
2740 These action predicates satisfy the recognition requirement of an
2741 empathic recognition system. There is power in the simplicity of
2742 the action predicates. They describe their actions without getting
2743 confused in visual details of the worm. Each one is independent of
2744 position and rotation, but more than that, they are each
2745 independent of irrelevant visual details of the worm and the
2746 environment. They will work regardless of whether the worm is a
2747 different color or heavily textured, or if the environment has
2748 strange lighting.
2750 Consider how the human act of jumping might be described with
2751 body-centered action predicates: You might specify that jumping is
2752 mainly the feeling of your knees bending, your thigh muscles
2753 contracting, and your inner ear experiencing a certain sort of back
2754 and forth acceleration. This representation is a very concrete
2755 description of jumping, couched in terms of muscles and senses, but
2756 it also has the ability to describe almost all kinds of jumping, a
2757 generality that you might think could only be achieved by a very
2758 abstract description. The body centered jumping predicate does not
2759 have terms that consider the color of a person's skin or whether
2760 they are male or female, instead it gets right to the meat of what
2761 jumping actually /is/.
2763 Of course, the action predicates are not directly applicable to
2764 video data which lacks the advanced sensory information which they
2765 require!
2767 The trick now is to make the action predicates work even when the
2768 sensory data on which they depend is absent. If I can do that, then
2769 I will have gained much.
2771 ** \Phi-space describes the worm's experiences
2773 As a first step towards building empathy, I need to gather all of
2774 the worm's experiences during free play. I use a simple vector to
2775 store all the experiences.
2777 Each element of the experience vector exists in the vast space of
2778 all possible worm-experiences. Most of this vast space is actually
2779 unreachable due to physical constraints of the worm's body. For
2780 example, the worm's segments are connected by hinge joints that put
2781 a practical limit on the worm's range of motions without limiting
2782 its degrees of freedom. Some groupings of senses are impossible;
2783 the worm can not be bent into a circle so that its ends are
2784 touching and at the same time not also experience the sensation of
2785 touching itself.
2787 As the worm moves around during free play and its experience vector
2788 grows larger, the vector begins to define a subspace which is all
2789 the sensations the worm can practically experience during normal
2790 operation. I call this subspace \Phi-space, short for
2791 physical-space. The experience vector defines a path through
2792 \Phi-space. This path has interesting properties that all derive
2793 from physical embodiment. The proprioceptive components of the path
2794 vary smoothly, because in order for the worm to move from one
2795 position to another, it must pass through the intermediate
2796 positions. The path invariably forms loops as common actions are
2797 repeated. Finally and most importantly, proprioception alone
2798 actually gives very strong inference about the other senses. For
2799 example, when the worm is proprioceptively flat over several
2800 frames, you can infer that it is touching the ground and that its
2801 muscles are not active, because if the muscles were active, the
2802 worm would be moving and would not remain perfectly flat. In order
2803 to stay flat, the worm has to be touching the ground, or it would
2804 again be moving out of the flat position due to gravity. If the
2805 worm is positioned in such a way that it interacts with itself,
2806 then it is very likely to be feeling the same tactile feelings as
2807 the last time it was in that position, because it has the same body
2808 as then. As you observe multiple frames of proprioceptive data, you
2809 can become increasingly confident about the exact activations of
2810 the worm's muscles, because it generally takes a unique combination
2811 of muscle contractions to transform the worm's body along a
2812 specific path through \Phi-space.
2814 The worm's total life experience is a long looping path through
2815 \Phi-space. I will now introduce simple way of taking that
2816 experiece path and building a function that can infer complete
2817 sensory experience given only a stream of proprioceptive data. This
2818 /empathy/ function will provide a bridge to use the body centered
2819 action predicates on video-like streams of information.
2821 ** Empathy is the process of building paths in \Phi-space
2823 Here is the core of a basic empathy algorithm, starting with an
2824 experience vector:
2826 An /experience-index/ is an index into the grand experience vector
2827 that defines the worm's life. It is a time-stamp for each set of
2828 sensations the worm has experienced.
2830 First, group the experience-indices into bins according to the
2831 similarity of their proprioceptive data. I organize my bins into a
2832 3 level hierarchy. The smallest bins have an approximate size of
2833 0.001 radians in all proprioceptive dimensions. Each higher level
2834 is 10x bigger than the level below it.
2836 The bins serve as a hashing function for proprioceptive data. Given
2837 a single piece of proprioceptive experience, the bins allow us to
2838 rapidly find all other similar experience-indices of past
2839 experience that had a very similar proprioceptive configuration.
2840 When looking up a proprioceptive experience, if the smallest bin
2841 does not match any previous experience, then successively larger
2842 bins are used until a match is found or we reach the largest bin.
2844 Given a sequence of proprioceptive input, I use the bins to
2845 generate a set of similar experiences for each input using the
2846 tiered proprioceptive bins.
2848 Finally, to infer sensory data, I select the longest consecutive
2849 chain of experiences that threads through the sets of similar
2850 experiences, starting with the current moment as a root and going
2851 backwards. Consecutive experience means that the experiences appear
2852 next to each other in the experience vector.
2854 A stream of proprioceptive input might be:
2856 #+BEGIN_EXAMPLE
2857 [ flat, flat, flat, flat, flat, flat, lift-head ]
2858 #+END_EXAMPLE
2860 The worm's previous experience of lying on the ground and lifting
2861 its head generates possible interpretations for each frame:
2863 #+BEGIN_EXAMPLE
2864 [ flat, flat, flat, flat, flat, flat, flat, lift-head ]
2865 1 1 1 1 1 1 1 4
2866 2 2 2 2 2 2 2
2867 3 3 3 3 3 3 3
2868 7 7 7 7 7 7 7
2869 8 8 8 8 8 8 8
2870 9 9 9 9 9 9 9
2871 #+END_EXAMPLE
2873 These interpretations suggest a new path through phi space:
2875 #+BEGIN_EXAMPLE
2876 [ flat, flat, flat, flat, flat, flat, flat, lift-head ]
2877 6 7 8 9 1 2 3 4
2878 #+END_EXAMPLE
2880 The new path through \Phi-space is synthesized from two actual
2881 paths that the creature actually experiences, the "1-2-3-4" chain
2882 and the "6-7-8-9" chain. The "1-2-3-4" chain is necessary because
2883 it ends with the worm lifting its head. It originated from a short
2884 training session where the worm rested on the floor for a brief
2885 while and then raised its head. The "6-7-8-9" chain is part of a
2886 longer chain of inactivity where the worm simply rested on the
2887 floor without moving. It is preferred over a "1-2-3" chain (which
2888 also describes inactivity) because it is longer. The main ideas
2889 again:
2891 - Imagined \Phi-space paths are synthesized by looping and mixing
2892 previous experiences.
2894 - Longer experience paths (less edits) are preferred.
2896 - The present is more important than the past --- more recent
2897 events take precedence in interpretation.
2899 This algorithm has three advantages:
2901 1. It's simple
2903 3. It's very fast -- retrieving possible interpretations takes
2904 constant time. Tracing through chains of interpretations takes
2905 time proportional to the average number of experiences in a
2906 proprioceptive bin. Redundant experiences in \Phi-space can be
2907 merged to save computation.
2909 2. It protects from wrong interpretations of transient ambiguous
2910 proprioceptive data. For example, if the worm is flat for just
2911 an instant, this flatness will not be interpreted as implying
2912 that the worm has its muscles relaxed, since the flatness is
2913 part of a longer chain which includes a distinct pattern of
2914 muscle activation. Markov chains or other memoryless statistical
2915 models that operate on individual frames may very well make this
2916 mistake.
2918 #+caption: Program to convert an experience vector into a
2919 #+caption: proprioceptively binned lookup function.
2920 #+name: bin
2921 #+begin_listing clojure
2922 #+begin_src clojure
2923 (defn bin [digits]
2924 (fn [angles]
2925 (->> angles
2926 (flatten)
2927 (map (juxt #(Math/sin %) #(Math/cos %)))
2928 (flatten)
2929 (mapv #(Math/round (* % (Math/pow 10 (dec digits))))))))
2931 (defn gen-phi-scan
2932 "Nearest-neighbors with binning. Only returns a result if
2933 the proprioceptive data is within 10% of a previously recorded
2934 result in all dimensions."
2935 [phi-space]
2936 (let [bin-keys (map bin [3 2 1])
2937 bin-maps
2938 (map (fn [bin-key]
2939 (group-by
2940 (comp bin-key :proprioception phi-space)
2941 (range (count phi-space)))) bin-keys)
2942 lookups (map (fn [bin-key bin-map]
2943 (fn [proprio] (bin-map (bin-key proprio))))
2944 bin-keys bin-maps)]
2945 (fn lookup [proprio-data]
2946 (set (some #(% proprio-data) lookups)))))
2947 #+end_src
2948 #+end_listing
2950 #+caption: =longest-thread= finds the longest path of consecutive
2951 #+caption: past experiences to explain proprioceptive worm data from
2952 #+caption: previous data. Here, the film strip represents the
2953 #+caption: creature's previous experience. Sort sequences of
2954 #+caption: memories are spliced together to match the
2955 #+caption: proprioceptive data. Their carry the other senses
2956 #+caption: along with them.
2957 #+name: phi-space-history-scan
2958 #+ATTR_LaTeX: :width 10cm
2959 [[./images/film-of-imagination.png]]
2961 =longest-thread= infers sensory data by stitching together pieces
2962 from previous experience. It prefers longer chains of previous
2963 experience to shorter ones. For example, during training the worm
2964 might rest on the ground for one second before it performs its
2965 exercises. If during recognition the worm rests on the ground for
2966 five seconds, =longest-thread= will accommodate this five second
2967 rest period by looping the one second rest chain five times.
2969 =longest-thread= takes time proportional to the average number of
2970 entries in a proprioceptive bin, because for each element in the
2971 starting bin it performs a series of set lookups in the preceding
2972 bins. If the total history is limited, then this takes time
2973 proprotional to a only a constant multiple of the number of entries
2974 in the starting bin. This analysis also applies, even if the action
2975 requires multiple longest chains -- it's still the average number
2976 of entries in a proprioceptive bin times the desired chain length.
2977 Because =longest-thread= is so efficient and simple, I can
2978 interpret worm-actions in real time.
2980 #+caption: Program to calculate empathy by tracing though \Phi-space
2981 #+caption: and finding the longest (ie. most coherent) interpretation
2982 #+caption: of the data.
2983 #+name: longest-thread
2984 #+begin_listing clojure
2985 #+begin_src clojure
2986 (defn longest-thread
2987 "Find the longest thread from phi-index-sets. The index sets should
2988 be ordered from most recent to least recent."
2989 [phi-index-sets]
2990 (loop [result '()
2991 [thread-bases & remaining :as phi-index-sets] phi-index-sets]
2992 (if (empty? phi-index-sets)
2993 (vec result)
2994 (let [threads
2995 (for [thread-base thread-bases]
2996 (loop [thread (list thread-base)
2997 remaining remaining]
2998 (let [next-index (dec (first thread))]
2999 (cond (empty? remaining) thread
3000 (contains? (first remaining) next-index)
3001 (recur
3002 (cons next-index thread) (rest remaining))
3003 :else thread))))
3004 longest-thread
3005 (reduce (fn [thread-a thread-b]
3006 (if (> (count thread-a) (count thread-b))
3007 thread-a thread-b))
3008 '(nil)
3009 threads)]
3010 (recur (concat longest-thread result)
3011 (drop (count longest-thread) phi-index-sets))))))
3012 #+end_src
3013 #+end_listing
3015 There is one final piece, which is to replace missing sensory data
3016 with a best-guess estimate. While I could fill in missing data by
3017 using a gradient over the closest known sensory data points,
3018 averages can be misleading. It is certainly possible to create an
3019 impossible sensory state by averaging two possible sensory states.
3020 For example, consider moving your hand in an arc over your head. If
3021 for some reason you only have the initial and final positions of
3022 this movement in your \Phi-space, averaging them together will
3023 produce the proprioceptive sensation of having your hand /inside/
3024 your head, which is physically impossible to ever experience
3025 (barring motor adaption illusions). Therefore I simply replicate
3026 the most recent sensory experience to fill in the gaps.
3028 #+caption: Fill in blanks in sensory experience by replicating the most
3029 #+caption: recent experience.
3030 #+name: infer-nils
3031 #+begin_listing clojure
3032 #+begin_src clojure
3033 (defn infer-nils
3034 "Replace nils with the next available non-nil element in the
3035 sequence, or barring that, 0."
3036 [s]
3037 (loop [i (dec (count s))
3038 v (transient s)]
3039 (if (zero? i) (persistent! v)
3040 (if-let [cur (v i)]
3041 (if (get v (dec i) 0)
3042 (recur (dec i) v)
3043 (recur (dec i) (assoc! v (dec i) cur)))
3044 (recur i (assoc! v i 0))))))
3045 #+end_src
3046 #+end_listing
3048 ** =EMPATH= recognizes actions efficiently
3050 To use =EMPATH= with the worm, I first need to gather a set of
3051 experiences from the worm that includes the actions I want to
3052 recognize. The =generate-phi-space= program (listing
3053 \ref{generate-phi-space} runs the worm through a series of
3054 exercises and gathers those experiences into a vector. The
3055 =do-all-the-things= program is a routine expressed in a simple
3056 muscle contraction script language for automated worm control. It
3057 causes the worm to rest, curl, and wiggle over about 700 frames
3058 (approx. 11 seconds).
3060 #+caption: Program to gather the worm's experiences into a vector for
3061 #+caption: further processing. The =motor-control-program= line uses
3062 #+caption: a motor control script that causes the worm to execute a series
3063 #+caption: of ``exercises'' that include all the action predicates.
3064 #+name: generate-phi-space
3065 #+begin_listing clojure
3066 #+begin_src clojure
3067 (def do-all-the-things
3068 (concat
3069 curl-script
3070 [[300 :d-ex 40]
3071 [320 :d-ex 0]]
3072 (shift-script 280 (take 16 wiggle-script))))
3074 (defn generate-phi-space []
3075 (let [experiences (atom [])]
3076 (run-world
3077 (apply-map
3078 worm-world
3079 (merge
3080 (worm-world-defaults)
3081 {:end-frame 700
3082 :motor-control
3083 (motor-control-program worm-muscle-labels do-all-the-things)
3084 :experiences experiences})))
3085 @experiences))
3086 #+end_src
3087 #+end_listing
3089 #+caption: Use =longest-thread= and a \Phi-space generated from a short
3090 #+caption: exercise routine to interpret actions during free play.
3091 #+name: empathy-debug
3092 #+begin_listing clojure
3093 #+begin_src clojure
3094 (defn init []
3095 (def phi-space (generate-phi-space))
3096 (def phi-scan (gen-phi-scan phi-space)))
3098 (defn empathy-demonstration []
3099 (let [proprio (atom ())]
3100 (fn
3101 [experiences text]
3102 (let [phi-indices (phi-scan (:proprioception (peek experiences)))]
3103 (swap! proprio (partial cons phi-indices))
3104 (let [exp-thread (longest-thread (take 300 @proprio))
3105 empathy (mapv phi-space (infer-nils exp-thread))]
3106 (println-repl (vector:last-n exp-thread 22))
3107 (cond
3108 (grand-circle? empathy) (.setText text "Grand Circle")
3109 (curled? empathy) (.setText text "Curled")
3110 (wiggling? empathy) (.setText text "Wiggling")
3111 (resting? empathy) (.setText text "Resting")
3112 :else (.setText text "Unknown")))))))
3114 (defn empathy-experiment [record]
3115 (.start (worm-world :experience-watch (debug-experience-phi)
3116 :record record :worm worm*)))
3117 #+end_src
3118 #+end_listing
3120 These programs create a test for the empathy system. First, the
3121 worm's \Phi-space is generated from a simple motor script. Then the
3122 worm is re-created in an environment almost exactly identical to
3123 the testing environment for the action-predicates, with one major
3124 difference : the only sensory information available to the system
3125 is proprioception. From just the proprioception data and
3126 \Phi-space, =longest-thread= synthesises a complete record the last
3127 300 sensory experiences of the worm. These synthesized experiences
3128 are fed directly into the action predicates =grand-circle?=,
3129 =curled?=, =wiggling?=, and =resting?= from before and their output
3130 is printed to the screen at each frame.
3132 The result of running =empathy-experiment= is that the system is
3133 generally able to interpret worm actions using the action-predicates
3134 on simulated sensory data just as well as with actual data. Figure
3135 \ref{empathy-debug-image} was generated using =empathy-experiment=:
3137 #+caption: From only proprioceptive data, =EMPATH= was able to infer
3138 #+caption: the complete sensory experience and classify four poses
3139 #+caption: (The last panel shows a composite image of /wiggling/,
3140 #+caption: a dynamic pose.)
3141 #+name: empathy-debug-image
3142 #+ATTR_LaTeX: :width 10cm :placement [H]
3143 [[./images/empathy-1.png]]
3145 One way to measure the performance of =EMPATH= is to compare the
3146 suitability of the imagined sense experience to trigger the same
3147 action predicates as the real sensory experience.
3149 #+caption: Determine how closely empathy approximates actual
3150 #+caption: sensory data.
3151 #+name: test-empathy-accuracy
3152 #+begin_listing clojure
3153 #+begin_src clojure
3154 (def worm-action-label
3155 (juxt grand-circle? curled? wiggling?))
3157 (defn compare-empathy-with-baseline [matches]
3158 (let [proprio (atom ())]
3159 (fn
3160 [experiences text]
3161 (let [phi-indices (phi-scan (:proprioception (peek experiences)))]
3162 (swap! proprio (partial cons phi-indices))
3163 (let [exp-thread (longest-thread (take 300 @proprio))
3164 empathy (mapv phi-space (infer-nils exp-thread))
3165 experience-matches-empathy
3166 (= (worm-action-label experiences)
3167 (worm-action-label empathy))]
3168 (println-repl experience-matches-empathy)
3169 (swap! matches #(conj % experience-matches-empathy)))))))
3171 (defn accuracy [v]
3172 (float (/ (count (filter true? v)) (count v))))
3174 (defn test-empathy-accuracy []
3175 (let [res (atom [])]
3176 (run-world
3177 (worm-world :experience-watch
3178 (compare-empathy-with-baseline res)
3179 :worm worm*))
3180 (accuracy @res)))
3181 #+end_src
3182 #+end_listing
3184 Running =test-empathy-accuracy= using the very short exercise
3185 program defined in listing \ref{generate-phi-space}, and then doing
3186 a similar pattern of activity manually yields an accuracy of around
3187 73%. This is based on very limited worm experience. By training the
3188 worm for longer, the accuracy dramatically improves.
3190 #+caption: Program to generate \Phi-space using manual training.
3191 #+name: manual-phi-space
3192 #+begin_listing clojure
3193 #+begin_src clojure
3194 (defn init-interactive []
3195 (def phi-space
3196 (let [experiences (atom [])]
3197 (run-world
3198 (apply-map
3199 worm-world
3200 (merge
3201 (worm-world-defaults)
3202 {:experiences experiences})))
3203 @experiences))
3204 (def phi-scan (gen-phi-scan phi-space)))
3205 #+end_src
3206 #+end_listing
3208 After about 1 minute of manual training, I was able to achieve 95%
3209 accuracy on manual testing of the worm using =init-interactive= and
3210 =test-empathy-accuracy=. The majority of errors are near the
3211 boundaries of transitioning from one type of action to another.
3212 During these transitions the exact label for the action is more open
3213 to interpretation, and disagreement between empathy and experience
3214 is essentially irrelevant at this point, giving a practical
3215 identification accuracy of even higher than 95%. When I watch this
3216 system myself, I generally see no errors in action identification.
3218 ** Digression: Learning touch sensor layout through free play
3220 In the previous section I showed how to compute actions in terms of
3221 body-centered predicates, but some of those predicates relied on
3222 the average touch activation of pre-defined regions of the worm's
3223 skin. What if, instead of receiving touch pre-grouped into the six
3224 faces of each worm segment, the true topology of the worm's skin
3225 was unknown? This is more similar to how a nerve fiber bundle might
3226 be arranged inside an animal. While two fibers that are close in a
3227 nerve bundle /might/ correspond to two touch sensors that are close
3228 together on the skin, the process of taking a complicated surface
3229 and forcing it into essentially a circle requires that some regions
3230 of skin that are close together in the animal end up far apart in
3231 the nerve bundle.
3233 In this section I show how to automatically learn the skin-topology of
3234 a worm segment by free exploration. As the worm rolls around on the
3235 floor, large sections of its surface get activated. If the worm has
3236 stopped moving, then whatever region of skin that is touching the
3237 floor is probably an important region, and should be recorded.
3239 #+caption: Program to detect whether the worm is in a resting state
3240 #+caption: with one face touching the floor.
3241 #+name: pure-touch
3242 #+begin_listing clojure
3243 #+begin_src clojure
3244 (def full-contact [(float 0.0) (float 0.1)])
3246 (defn pure-touch?
3247 "This is worm specific code to determine if a large region of touch
3248 sensors is either all on or all off."
3249 [[coords touch :as touch-data]]
3250 (= (set (map first touch)) (set full-contact)))
3251 #+end_src
3252 #+end_listing
3254 After collecting these important regions, there will many nearly
3255 similar touch regions. While for some purposes the subtle
3256 differences between these regions will be important, for my
3257 purposes I collapse them into mostly non-overlapping sets using
3258 =remove-similar= in listing \ref{remove-similar}
3260 #+caption: Program to take a list of sets of points and ``collapse them''
3261 #+caption: so that the remaining sets in the list are significantly
3262 #+caption: different from each other. Prefer smaller sets to larger ones.
3263 #+name: remove-similar
3264 #+begin_listing clojure
3265 #+begin_src clojure
3266 (defn remove-similar
3267 [coll]
3268 (loop [result () coll (sort-by (comp - count) coll)]
3269 (if (empty? coll) result
3270 (let [[x & xs] coll
3271 c (count x)]
3272 (if (some
3273 (fn [other-set]
3274 (let [oc (count other-set)]
3275 (< (- (count (union other-set x)) c) (* oc 0.1))))
3276 xs)
3277 (recur result xs)
3278 (recur (cons x result) xs))))))
3279 #+end_src
3280 #+end_listing
3282 Actually running this simulation is easy given =CORTEX='s facilities.
3284 #+caption: Collect experiences while the worm moves around. Filter the touch
3285 #+caption: sensations by stable ones, collapse similar ones together,
3286 #+caption: and report the regions learned.
3287 #+name: learn-touch
3288 #+begin_listing clojure
3289 #+begin_src clojure
3290 (defn learn-touch-regions []
3291 (let [experiences (atom [])
3292 world (apply-map
3293 worm-world
3294 (assoc (worm-segment-defaults)
3295 :experiences experiences))]
3296 (run-world world)
3297 (->>
3298 @experiences
3299 (drop 175)
3300 ;; access the single segment's touch data
3301 (map (comp first :touch))
3302 ;; only deal with "pure" touch data to determine surfaces
3303 (filter pure-touch?)
3304 ;; associate coordinates with touch values
3305 (map (partial apply zipmap))
3306 ;; select those regions where contact is being made
3307 (map (partial group-by second))
3308 (map #(get % full-contact))
3309 (map (partial map first))
3310 ;; remove redundant/subset regions
3311 (map set)
3312 remove-similar)))
3314 (defn learn-and-view-touch-regions []
3315 (map view-touch-region
3316 (learn-touch-regions)))
3317 #+end_src
3318 #+end_listing
3320 The only thing remaining to define is the particular motion the worm
3321 must take. I accomplish this with a simple motor control program.
3323 #+caption: Motor control program for making the worm roll on the ground.
3324 #+caption: This could also be replaced with random motion.
3325 #+name: worm-roll
3326 #+begin_listing clojure
3327 #+begin_src clojure
3328 (defn touch-kinesthetics []
3329 [[170 :lift-1 40]
3330 [190 :lift-1 19]
3331 [206 :lift-1 0]
3333 [400 :lift-2 40]
3334 [410 :lift-2 0]
3336 [570 :lift-2 40]
3337 [590 :lift-2 21]
3338 [606 :lift-2 0]
3340 [800 :lift-1 30]
3341 [809 :lift-1 0]
3343 [900 :roll-2 40]
3344 [905 :roll-2 20]
3345 [910 :roll-2 0]
3347 [1000 :roll-2 40]
3348 [1005 :roll-2 20]
3349 [1010 :roll-2 0]
3351 [1100 :roll-2 40]
3352 [1105 :roll-2 20]
3353 [1110 :roll-2 0]
3354 ])
3355 #+end_src
3356 #+end_listing
3359 #+caption: The small worm rolls around on the floor, driven
3360 #+caption: by the motor control program in listing \ref{worm-roll}.
3361 #+name: worm-roll
3362 #+ATTR_LaTeX: :width 12cm
3363 [[./images/worm-roll.png]]
3365 #+caption: After completing its adventures, the worm now knows
3366 #+caption: how its touch sensors are arranged along its skin. These
3367 #+caption: are the regions that were deemed important by
3368 #+caption: =learn-touch-regions=. Each white square in the rectangles
3369 #+caption: above is a cluster of ``related" touch nodes as determined
3370 #+caption: by the system. Since each square in the ``cross" corresponds
3371 #+caption: to a face, the worm has correctly discovered that it has
3372 #+caption: six faces.
3373 #+name: worm-touch-map
3374 #+ATTR_LaTeX: :width 12cm
3375 [[./images/touch-learn.png]]
3377 While simple, =learn-touch-regions= exploits regularities in both
3378 the worm's physiology and the worm's environment to correctly
3379 deduce that the worm has six sides. Note that =learn-touch-regions=
3380 would work just as well even if the worm's touch sense data were
3381 completely scrambled. The cross shape is just for convenience. This
3382 example justifies the use of pre-defined touch regions in =EMPATH=.
3384 * Contributions
3386 The big idea behind this thesis is a new way to represent and
3387 recognize physical actions -- empathic representation. Actions are
3388 represented as predicates which have available the totality of a
3389 creature's sensory abilities. To recognize the physical actions of
3390 another creature similar to yourself, you imagine what they would
3391 feel by examining the position of their body and relating it to your
3392 own previous experience.
3394 Empathic description of physical actions is very robust and general.
3395 Because the representation is body-centered, it avoids the fragility
3396 of learning from example videos. Because it relies on all of a
3397 creature's senses, it can describe exactly what an action /feels
3398 like/ without getting caught up in irrelevant details such as visual
3399 appearance. I think it is important that a correct description of
3400 jumping (for example) should not waste even a single bit on the
3401 color of a person's clothes or skin; empathic representation can
3402 avoid this waste by describing jumping in terms of touch, muscle
3403 contractions, and the brief feeling of weightlessness. Empathic
3404 representation is very low-level in that it describes actions using
3405 concrete sensory data with little abstraction, but it has the
3406 generality of much more abstract representations!
3408 Another important contribution of this thesis is the development of
3409 the =CORTEX= system, a complete environment for creating simulated
3410 creatures. You have seen how to implement five senses: touch,
3411 proprioception, hearing, vision, and muscle tension. You have seen
3412 how to create new creatures using blender, a 3D modeling tool.
3414 I hope that =CORTEX= will be useful in further research projects. To
3415 this end I have included the full source to =CORTEX= along with a
3416 large suite of tests and examples. I have also created a user guide
3417 for =CORTEX= which is included in an appendix to this thesis.
3419 As a minor digression, you also saw how I used =CORTEX= to enable a
3420 tiny worm to discover the topology of its skin simply by rolling on
3421 the ground.
3423 In conclusion, the main contributions of this thesis are:
3425 - =CORTEX=, a comprehensive platform for embodied AI experiments.
3426 =CORTEX= supports many features lacking in other systems, such
3427 proper simulation of hearing. It is easy to create new =CORTEX=
3428 creatures using Blender, a free 3D modeling program.
3430 - =EMPATH=, which uses =CORTEX= to identify the actions of a
3431 worm-like creature using a computational model of empathy. This
3432 empathic representation of actions is an important new kind of
3433 representation for physical actions.
3435 #+BEGIN_LaTeX
3436 \newpage
3437 \appendix
3438 #+END_LaTeX
3440 * Appendix: =CORTEX= User Guide
3442 Those who write a thesis should endeavor to make their code not only
3443 accessible, but actually usable, as a way to pay back the community
3444 that made the thesis possible in the first place. This thesis would
3445 not be possible without Free Software such as jMonkeyEngine3,
3446 Blender, clojure, emacs, ffmpeg, and many other tools. That is why I
3447 have included this user guide, in the hope that someone else might
3448 find =CORTEX= useful.
3450 ** Obtaining =CORTEX=
3452 You can get cortex from its mercurial repository at
3453 http://hg.bortreb.com/cortex. You may also download =CORTEX=
3454 releases at http://aurellem.org/cortex/releases/. As a condition of
3455 making this thesis, I have also provided Professor Winston the
3456 =CORTEX= source, and he knows how to run the demos and get started.
3457 You may also email me at =cortex@aurellem.org= and I may help where
3458 I can.
3460 ** Running =CORTEX=
3462 =CORTEX= comes with README and INSTALL files that will guide you
3463 through installation and running the test suite. In particular you
3464 should look at test =cortex.test= which contains test suites that
3465 run through all senses and multiple creatures.
3467 ** Creating creatures
3469 Creatures are created using /Blender/, a free 3D modeling program.
3470 You will need Blender version 2.6 when using the =CORTEX= included
3471 in this thesis. You create a =CORTEX= creature in a similar manner
3472 to modeling anything in Blender, except that you also create
3473 several trees of empty nodes which define the creature's senses.
3475 *** Mass
3477 To give an object mass in =CORTEX=, add a ``mass'' metadata label
3478 to the object with the mass in jMonkeyEngine units. Note that
3479 setting the mass to 0 causes the object to be immovable.
3481 *** Joints
3483 Joints are created by creating an empty node named =joints= and
3484 then creating any number of empty child nodes to represent your
3485 creature's joints. The joint will automatically connect the
3486 closest two physical objects. It will help to set the empty node's
3487 display mode to ``Arrows'' so that you can clearly see the
3488 direction of the axes.
3490 Joint nodes should have the following metadata under the ``joint''
3491 label:
3493 #+BEGIN_SRC clojure
3494 ;; ONE of the following, under the label "joint":
3495 {:type :point}
3497 ;; OR
3499 {:type :hinge
3500 :limit [<limit-low> <limit-high>]
3501 :axis (Vector3f. <x> <y> <z>)}
3502 ;;(:axis defaults to (Vector3f. 1 0 0) if not provided for hinge joints)
3504 ;; OR
3506 {:type :cone
3507 :limit-xz <lim-xz>
3508 :limit-xy <lim-xy>
3509 :twist <lim-twist>} ;(use XZY rotation mode in blender!)
3510 #+END_SRC
3512 *** Eyes
3514 Eyes are created by creating an empty node named =eyes= and then
3515 creating any number of empty child nodes to represent your
3516 creature's eyes.
3518 Eye nodes should have the following metadata under the ``eye''
3519 label:
3521 #+BEGIN_SRC clojure
3522 {:red <red-retina-definition>
3523 :blue <blue-retina-definition>
3524 :green <green-retina-definition>
3525 :all <all-retina-definition>
3526 (<0xrrggbb> <custom-retina-image>)...
3528 #+END_SRC
3530 Any of the color channels may be omitted. You may also include
3531 your own color selectors, and in fact :red is equivalent to
3532 0xFF0000 and so forth. The eye will be placed at the same position
3533 as the empty node and will bind to the neatest physical object.
3534 The eye will point outward from the X-axis of the node, and ``up''
3535 will be in the direction of the X-axis of the node. It will help
3536 to set the empty node's display mode to ``Arrows'' so that you can
3537 clearly see the direction of the axes.
3539 Each retina file should contain white pixels wherever you want to be
3540 sensitive to your chosen color. If you want the entire field of
3541 view, specify :all of 0xFFFFFF and a retinal map that is entirely
3542 white.
3544 Here is a sample retinal map:
3546 #+caption: An example retinal profile image. White pixels are
3547 #+caption: photo-sensitive elements. The distribution of white
3548 #+caption: pixels is denser in the middle and falls off at the
3549 #+caption: edges and is inspired by the human retina.
3550 #+name: retina
3551 #+ATTR_LaTeX: :width 7cm :placement [H]
3552 [[./images/retina-small.png]]
3554 *** Hearing
3556 Ears are created by creating an empty node named =ears= and then
3557 creating any number of empty child nodes to represent your
3558 creature's ears.
3560 Ear nodes do not require any metadata.
3562 The ear will bind to and follow the closest physical node.
3564 *** Touch
3566 Touch is handled similarly to mass. To make a particular object
3567 touch sensitive, add metadata of the following form under the
3568 object's ``touch'' metadata field:
3570 #+BEGIN_EXAMPLE
3571 <touch-UV-map-file-name>
3572 #+END_EXAMPLE
3574 You may also include an optional ``scale'' metadata number to
3575 specify the length of the touch feelers. The default is $0.1$,
3576 and this is generally sufficient.
3578 The touch UV should contain white pixels for each touch sensor.
3580 Here is an example touch-uv map that approximates a human finger,
3581 and its corresponding model.
3583 #+caption: This is the tactile-sensor-profile for the upper segment
3584 #+caption: of a fingertip. It defines regions of high touch sensitivity
3585 #+caption: (where there are many white pixels) and regions of low
3586 #+caption: sensitivity (where white pixels are sparse).
3587 #+name: guide-fingertip-UV
3588 #+ATTR_LaTeX: :width 9cm :placement [H]
3589 [[./images/finger-UV.png]]
3591 #+caption: The fingertip UV-image form above applied to a simple
3592 #+caption: model of a fingertip.
3593 #+name: guide-fingertip
3594 #+ATTR_LaTeX: :width 9cm :placement [H]
3595 [[./images/finger-2.png]]
3597 *** Proprioception
3599 Proprioception is tied to each joint node -- nothing special must
3600 be done in a blender model to enable proprioception other than
3601 creating joint nodes.
3603 *** Muscles
3605 Muscles are created by creating an empty node named =muscles= and
3606 then creating any number of empty child nodes to represent your
3607 creature's muscles.
3610 Muscle nodes should have the following metadata under the
3611 ``muscle'' label:
3613 #+BEGIN_EXAMPLE
3614 <muscle-profile-file-name>
3615 #+END_EXAMPLE
3617 Muscles should also have a ``strength'' metadata entry describing
3618 the muscle's total strength at full activation.
3620 Muscle profiles are simple images that contain the relative amount
3621 of muscle power in each simulated alpha motor neuron. The width of
3622 the image is the total size of the motor pool, and the redness of
3623 each neuron is the relative power of that motor pool.
3625 While the profile image can have any dimensions, only the first
3626 line of pixels is used to define the muscle. Here is a sample
3627 muscle profile image that defines a human-like muscle.
3629 #+caption: A muscle profile image that describes the strengths
3630 #+caption: of each motor neuron in a muscle. White is weakest
3631 #+caption: and dark red is strongest. This particular pattern
3632 #+caption: has weaker motor neurons at the beginning, just
3633 #+caption: like human muscle.
3634 #+name: muscle-recruit
3635 #+ATTR_LaTeX: :width 7cm :placement [H]
3636 [[./images/basic-muscle.png]]
3638 Muscles twist the nearest physical object about the muscle node's
3639 Z-axis. I recommend using the ``Single Arrow'' display mode for
3640 muscles and using the right hand rule to determine which way the
3641 muscle will twist. To make a segment that can twist in multiple
3642 directions, create multiple, differently aligned muscles.
3644 ** =CORTEX= API
3646 These are the some functions exposed by =CORTEX= for creating
3647 worlds and simulating creatures. These are in addition to
3648 jMonkeyEngine3's extensive library, which is documented elsewhere.
3650 *** Simulation
3651 - =(world root-node key-map setup-fn update-fn)= :: create
3652 a simulation.
3653 - /root-node/ :: a =com.jme3.scene.Node= object which
3654 contains all of the objects that should be in the
3655 simulation.
3657 - /key-map/ :: a map from strings describing keys to
3658 functions that should be executed whenever that key is
3659 pressed. the functions should take a SimpleApplication
3660 object and a boolean value. The SimpleApplication is the
3661 current simulation that is running, and the boolean is true
3662 if the key is being pressed, and false if it is being
3663 released. As an example,
3664 #+BEGIN_SRC clojure
3665 {"key-j" (fn [game value] (if value (println "key j pressed")))}
3666 #+END_SRC
3667 is a valid key-map which will cause the simulation to print
3668 a message whenever the 'j' key on the keyboard is pressed.
3670 - /setup-fn/ :: a function that takes a =SimpleApplication=
3671 object. It is called once when initializing the simulation.
3672 Use it to create things like lights, change the gravity,
3673 initialize debug nodes, etc.
3675 - /update-fn/ :: this function takes a =SimpleApplication=
3676 object and a float and is called every frame of the
3677 simulation. The float tells how many seconds is has been
3678 since the last frame was rendered, according to whatever
3679 clock jme is currently using. The default is to use IsoTimer
3680 which will result in this value always being the same.
3682 - =(position-camera world position rotation)= :: set the position
3683 of the simulation's main camera.
3685 - =(enable-debug world)= :: turn on debug wireframes for each
3686 simulated object.
3688 - =(set-gravity world gravity)= :: set the gravity of a running
3689 simulation.
3691 - =(box length width height & {options})= :: create a box in the
3692 simulation. Options is a hash map specifying texture, mass,
3693 etc. Possible options are =:name=, =:color=, =:mass=,
3694 =:friction=, =:texture=, =:material=, =:position=,
3695 =:rotation=, =:shape=, and =:physical?=.
3697 - =(sphere radius & {options})= :: create a sphere in the simulation.
3698 Options are the same as in =box=.
3700 - =(load-blender-model file-name)= :: create a node structure
3701 representing the model described in a blender file.
3703 - =(light-up-everything world)= :: distribute a standard compliment
3704 of lights throughout the simulation. Should be adequate for most
3705 purposes.
3707 - =(node-seq node)= :: return a recursive list of the node's
3708 children.
3710 - =(nodify name children)= :: construct a node given a node-name and
3711 desired children.
3713 - =(add-element world element)= :: add an object to a running world
3714 simulation.
3716 - =(set-accuracy world accuracy)= :: change the accuracy of the
3717 world's physics simulator.
3719 - =(asset-manager)= :: get an /AssetManager/, a jMonkeyEngine
3720 construct that is useful for loading textures and is required
3721 for smooth interaction with jMonkeyEngine library functions.
3723 - =(load-bullet)= :: unpack native libraries and initialize the
3724 bullet physics subsystem. This function is required before
3725 other world building functions are called.
3727 *** Creature Manipulation / Import
3729 - =(body! creature)= :: give the creature a physical body.
3731 - =(vision! creature)= :: give the creature a sense of vision.
3732 Returns a list of functions which will each, when called
3733 during a simulation, return the vision data for the channel of
3734 one of the eyes. The functions are ordered depending on the
3735 alphabetical order of the names of the eye nodes in the
3736 blender file. The data returned by the functions is a vector
3737 containing the eye's /topology/, a vector of coordinates, and
3738 the eye's /data/, a vector of RGB values filtered by the eye's
3739 sensitivity.
3741 - =(hearing! creature)= :: give the creature a sense of hearing.
3742 Returns a list of functions, one for each ear, that when
3743 called will return a frame's worth of hearing data for that
3744 ear. The functions are ordered depending on the alphabetical
3745 order of the names of the ear nodes in the blender file. The
3746 data returned by the functions is an array of PCM (pulse code
3747 modulated) wav data.
3749 - =(touch! creature)= :: give the creature a sense of touch. Returns
3750 a single function that must be called with the /root node/ of
3751 the world, and which will return a vector of /touch-data/
3752 one entry for each touch sensitive component, each entry of
3753 which contains a /topology/ that specifies the distribution of
3754 touch sensors, and the /data/, which is a vector of
3755 =[activation, length]= pairs for each touch hair.
3757 - =(proprioception! creature)= :: give the creature the sense of
3758 proprioception. Returns a list of functions, one for each
3759 joint, that when called during a running simulation will
3760 report the =[heading, pitch, roll]= of the joint.
3762 - =(movement! creature)= :: give the creature the power of movement.
3763 Creates a list of functions, one for each muscle, that when
3764 called with an integer, will set the recruitment of that
3765 muscle to that integer, and will report the current power
3766 being exerted by the muscle. Order of muscles is determined by
3767 the alphabetical sort order of the names of the muscle nodes.
3769 *** Visualization/Debug
3771 - =(view-vision)= :: create a function that when called with a list
3772 of visual data returned from the functions made by =vision!=,
3773 will display that visual data on the screen.
3775 - =(view-hearing)= :: same as =view-vision= but for hearing.
3777 - =(view-touch)= :: same as =view-vision= but for touch.
3779 - =(view-proprioception)= :: same as =view-vision= but for
3780 proprioception.
3782 - =(view-movement)= :: same as =view-vision= but for muscles.
3784 - =(view anything)= :: =view= is a polymorphic function that allows
3785 you to inspect almost anything you could reasonably expect to
3786 be able to ``see'' in =CORTEX=.
3788 - =(text anything)= :: =text= is a polymorphic function that allows
3789 you to convert practically anything into a text string.
3791 - =(println-repl anything)= :: print messages to clojure's repl
3792 instead of the simulation's terminal window.
3794 - =(mega-import-jme3)= :: for experimenting at the REPL. This
3795 function will import all jMonkeyEngine3 classes for immediate
3796 use.
3798 - =(display-dilated-time world timer)= :: Shows the time as it is
3799 flowing in the simulation on a HUD display.