Mercurial > cortex
view thesis/cortex.org @ 462:bb81cef09ad7
stuff about simulation vs reality.
author | Robert McIntyre <rlm@mit.edu> |
---|---|
date | Thu, 27 Mar 2014 20:18:51 -0400 |
parents | b345650a0baa |
children | 6d55ac73bc6f |
line wrap: on
line source
1 #+title: =CORTEX=2 #+author: Robert McIntyre3 #+email: rlm@mit.edu4 #+description: Using embodied AI to facilitate Artificial Imagination.5 #+keywords: AI, clojure, embodiment6 #+LaTeX_CLASS_OPTIONS: [nofloat]8 * Empathy and Embodiment as problem solving strategies10 By the end of this thesis, you will have seen a novel approach to11 interpreting video using embodiment and empathy. You will have also12 seen one way to efficiently implement empathy for embodied13 creatures. Finally, you will become familiar with =CORTEX=, a system14 for designing and simulating creatures with rich senses, which you15 may choose to use in your own research.17 This is the core vision of my thesis: That one of the important ways18 in which we understand others is by imagining ourselves in their19 position and emphatically feeling experiences relative to our own20 bodies. By understanding events in terms of our own previous21 corporeal experience, we greatly constrain the possibilities of what22 would otherwise be an unwieldy exponential search. This extra23 constraint can be the difference between easily understanding what24 is happening in a video and being completely lost in a sea of25 incomprehensible color and movement.27 ** Recognizing actions in video is extremely difficult29 Consider for example the problem of determining what is happening30 in a video of which this is one frame:32 #+caption: A cat drinking some water. Identifying this action is33 #+caption: beyond the state of the art for computers.34 #+ATTR_LaTeX: :width 7cm35 [[./images/cat-drinking.jpg]]37 It is currently impossible for any computer program to reliably38 label such a video as ``drinking''. And rightly so -- it is a very39 hard problem! What features can you describe in terms of low level40 functions of pixels that can even begin to describe at a high level41 what is happening here?43 Or suppose that you are building a program that recognizes chairs.44 How could you ``see'' the chair in figure \ref{hidden-chair}?46 #+caption: The chair in this image is quite obvious to humans, but I47 #+caption: doubt that any modern computer vision program can find it.48 #+name: hidden-chair49 #+ATTR_LaTeX: :width 10cm50 [[./images/fat-person-sitting-at-desk.jpg]]52 Finally, how is it that you can easily tell the difference between53 how the girls /muscles/ are working in figure \ref{girl}?55 #+caption: The mysterious ``common sense'' appears here as you are able56 #+caption: to discern the difference in how the girl's arm muscles57 #+caption: are activated between the two images.58 #+name: girl59 #+ATTR_LaTeX: :width 7cm60 [[./images/wall-push.png]]62 Each of these examples tells us something about what might be going63 on in our minds as we easily solve these recognition problems.65 The hidden chairs show us that we are strongly triggered by cues66 relating to the position of human bodies, and that we can determine67 the overall physical configuration of a human body even if much of68 that body is occluded.70 The picture of the girl pushing against the wall tells us that we71 have common sense knowledge about the kinetics of our own bodies.72 We know well how our muscles would have to work to maintain us in73 most positions, and we can easily project this self-knowledge to74 imagined positions triggered by images of the human body.76 ** =EMPATH= neatly solves recognition problems78 I propose a system that can express the types of recognition79 problems above in a form amenable to computation. It is split into80 four parts:82 - Free/Guided Play :: The creature moves around and experiences the83 world through its unique perspective. Many otherwise84 complicated actions are easily described in the language of a85 full suite of body-centered, rich senses. For example,86 drinking is the feeling of water sliding down your throat, and87 cooling your insides. It's often accompanied by bringing your88 hand close to your face, or bringing your face close to water.89 Sitting down is the feeling of bending your knees, activating90 your quadriceps, then feeling a surface with your bottom and91 relaxing your legs. These body-centered action descriptions92 can be either learned or hard coded.93 - Posture Imitation :: When trying to interpret a video or image,94 the creature takes a model of itself and aligns it with95 whatever it sees. This alignment can even cross species, as96 when humans try to align themselves with things like ponies,97 dogs, or other humans with a different body type.98 - Empathy :: The alignment triggers associations with99 sensory data from prior experiences. For example, the100 alignment itself easily maps to proprioceptive data. Any101 sounds or obvious skin contact in the video can to a lesser102 extent trigger previous experience. Segments of previous103 experiences are stitched together to form a coherent and104 complete sensory portrait of the scene.105 - Recognition :: With the scene described in terms of first106 person sensory events, the creature can now run its107 action-identification programs on this synthesized sensory108 data, just as it would if it were actually experiencing the109 scene first-hand. If previous experience has been accurately110 retrieved, and if it is analogous enough to the scene, then111 the creature will correctly identify the action in the scene.113 For example, I think humans are able to label the cat video as114 ``drinking'' because they imagine /themselves/ as the cat, and115 imagine putting their face up against a stream of water and116 sticking out their tongue. In that imagined world, they can feel117 the cool water hitting their tongue, and feel the water entering118 their body, and are able to recognize that /feeling/ as drinking.119 So, the label of the action is not really in the pixels of the120 image, but is found clearly in a simulation inspired by those121 pixels. An imaginative system, having been trained on drinking and122 non-drinking examples and learning that the most important123 component of drinking is the feeling of water sliding down one's124 throat, would analyze a video of a cat drinking in the following125 manner:127 1. Create a physical model of the video by putting a ``fuzzy''128 model of its own body in place of the cat. Possibly also create129 a simulation of the stream of water.131 2. Play out this simulated scene and generate imagined sensory132 experience. This will include relevant muscle contractions, a133 close up view of the stream from the cat's perspective, and most134 importantly, the imagined feeling of water entering the135 mouth. The imagined sensory experience can come from a136 simulation of the event, but can also be pattern-matched from137 previous, similar embodied experience.139 3. The action is now easily identified as drinking by the sense of140 taste alone. The other senses (such as the tongue moving in and141 out) help to give plausibility to the simulated action. Note that142 the sense of vision, while critical in creating the simulation,143 is not critical for identifying the action from the simulation.145 For the chair examples, the process is even easier:147 1. Align a model of your body to the person in the image.149 2. Generate proprioceptive sensory data from this alignment.151 3. Use the imagined proprioceptive data as a key to lookup related152 sensory experience associated with that particular proproceptive153 feeling.155 4. Retrieve the feeling of your bottom resting on a surface, your156 knees bent, and your leg muscles relaxed.158 5. This sensory information is consistent with the =sitting?=159 sensory predicate, so you (and the entity in the image) must be160 sitting.162 6. There must be a chair-like object since you are sitting.164 Empathy offers yet another alternative to the age-old AI165 representation question: ``What is a chair?'' --- A chair is the166 feeling of sitting.168 My program, =EMPATH= uses this empathic problem solving technique169 to interpret the actions of a simple, worm-like creature.171 #+caption: The worm performs many actions during free play such as172 #+caption: curling, wiggling, and resting.173 #+name: worm-intro174 #+ATTR_LaTeX: :width 15cm175 [[./images/worm-intro-white.png]]177 #+caption: =EMPATH= recognized and classified each of these178 #+caption: poses by inferring the complete sensory experience179 #+caption: from proprioceptive data.180 #+name: worm-recognition-intro181 #+ATTR_LaTeX: :width 15cm182 [[./images/worm-poses.png]]184 One powerful advantage of empathic problem solving is that it185 factors the action recognition problem into two easier problems. To186 use empathy, you need an /aligner/, which takes the video and a187 model of your body, and aligns the model with the video. Then, you188 need a /recognizer/, which uses the aligned model to interpret the189 action. The power in this method lies in the fact that you describe190 all actions form a body-centered viewpoint. You are less tied to191 the particulars of any visual representation of the actions. If you192 teach the system what ``running'' is, and you have a good enough193 aligner, the system will from then on be able to recognize running194 from any point of view, even strange points of view like above or195 underneath the runner. This is in contrast to action recognition196 schemes that try to identify actions using a non-embodied approach.197 If these systems learn about running as viewed from the side, they198 will not automatically be able to recognize running from any other199 viewpoint.201 Another powerful advantage is that using the language of multiple202 body-centered rich senses to describe body-centerd actions offers a203 massive boost in descriptive capability. Consider how difficult it204 would be to compose a set of HOG filters to describe the action of205 a simple worm-creature ``curling'' so that its head touches its206 tail, and then behold the simplicity of describing thus action in a207 language designed for the task (listing \ref{grand-circle-intro}):209 #+caption: Body-centerd actions are best expressed in a body-centered210 #+caption: language. This code detects when the worm has curled into a211 #+caption: full circle. Imagine how you would replicate this functionality212 #+caption: using low-level pixel features such as HOG filters!213 #+name: grand-circle-intro214 #+attr_latex: [htpb]215 #+begin_listing clojure216 #+begin_src clojure217 (defn grand-circle?218 "Does the worm form a majestic circle (one end touching the other)?"219 [experiences]220 (and (curled? experiences)221 (let [worm-touch (:touch (peek experiences))222 tail-touch (worm-touch 0)223 head-touch (worm-touch 4)]224 (and (< 0.2 (contact worm-segment-bottom-tip tail-touch))225 (< 0.2 (contact worm-segment-top-tip head-touch))))))226 #+end_src227 #+end_listing230 ** =CORTEX= is a toolkit for building sensate creatures232 I built =CORTEX= to be a general AI research platform for doing233 experiments involving multiple rich senses and a wide variety and234 number of creatures. I intend it to be useful as a library for many235 more projects than just this thesis. =CORTEX= was necessary to meet236 a need among AI researchers at CSAIL and beyond, which is that237 people often will invent neat ideas that are best expressed in the238 language of creatures and senses, but in order to explore those239 ideas they must first build a platform in which they can create240 simulated creatures with rich senses! There are many ideas that241 would be simple to execute (such as =EMPATH=), but attached to them242 is the multi-month effort to make a good creature simulator. Often,243 that initial investment of time proves to be too much, and the244 project must make do with a lesser environment.246 =CORTEX= is well suited as an environment for embodied AI research247 for three reasons:249 - You can create new creatures using Blender, a popular 3D modeling250 program. Each sense can be specified using special blender nodes251 with biologically inspired paramaters. You need not write any252 code to create a creature, and can use a wide library of253 pre-existing blender models as a base for your own creatures.255 - =CORTEX= implements a wide variety of senses, including touch,256 proprioception, vision, hearing, and muscle tension. Complicated257 senses like touch, and vision involve multiple sensory elements258 embedded in a 2D surface. You have complete control over the259 distribution of these sensor elements through the use of simple260 png image files. In particular, =CORTEX= implements more261 comprehensive hearing than any other creature simulation system262 available.264 - =CORTEX= supports any number of creatures and any number of265 senses. Time in =CORTEX= dialates so that the simulated creatures266 always precieve a perfectly smooth flow of time, regardless of267 the actual computational load.269 =CORTEX= is built on top of =jMonkeyEngine3=, which is a video game270 engine designed to create cross-platform 3D desktop games. =CORTEX=271 is mainly written in clojure, a dialect of =LISP= that runs on the272 java virtual machine (JVM). The API for creating and simulating273 creatures and senses is entirely expressed in clojure, though many274 senses are implemented at the layer of jMonkeyEngine or below. For275 example, for the sense of hearing I use a layer of clojure code on276 top of a layer of java JNI bindings that drive a layer of =C++=277 code which implements a modified version of =OpenAL= to support278 multiple listeners. =CORTEX= is the only simulation environment279 that I know of that can support multiple entities that can each280 hear the world from their own perspective. Other senses also281 require a small layer of Java code. =CORTEX= also uses =bullet=, a282 physics simulator written in =C=.284 #+caption: Here is the worm from above modeled in Blender, a free285 #+caption: 3D-modeling program. Senses and joints are described286 #+caption: using special nodes in Blender.287 #+name: worm-recognition-intro288 #+ATTR_LaTeX: :width 12cm289 [[./images/blender-worm.png]]291 Here are some thing I anticipate that =CORTEX= might be used for:293 - exploring new ideas about sensory integration294 - distributed communication among swarm creatures295 - self-learning using free exploration,296 - evolutionary algorithms involving creature construction297 - exploration of exoitic senses and effectors that are not possible298 in the real world (such as telekenisis or a semantic sense)299 - imagination using subworlds301 During one test with =CORTEX=, I created 3,000 creatures each with302 their own independent senses and ran them all at only 1/80 real303 time. In another test, I created a detailed model of my own hand,304 equipped with a realistic distribution of touch (more sensitive at305 the fingertips), as well as eyes and ears, and it ran at around 1/4306 real time.308 #+BEGIN_LaTeX309 \begin{sidewaysfigure}310 \includegraphics[width=9.5in]{images/full-hand.png}311 \caption{312 I modeled my own right hand in Blender and rigged it with all the313 senses that {\tt CORTEX} supports. My simulated hand has a314 biologically inspired distribution of touch sensors. The senses are315 displayed on the right, and the simulation is displayed on the316 left. Notice that my hand is curling its fingers, that it can see317 its own finger from the eye in its palm, and that it can feel its318 own thumb touching its palm.}319 \end{sidewaysfigure}320 #+END_LaTeX322 ** Contributions324 - I built =CORTEX=, a comprehensive platform for embodied AI325 experiments. =CORTEX= supports many features lacking in other326 systems, such proper simulation of hearing. It is easy to create327 new =CORTEX= creatures using Blender, a free 3D modeling program.329 - I built =EMPATH=, which uses =CORTEX= to identify the actions of330 a worm-like creature using a computational model of empathy.332 * Building =CORTEX=334 I intend for =CORTEX= to be used as a general purpose library for335 building creatures and outfitting them with senses, so that it will336 be useful for other researchers who want to test out ideas of their337 own. To this end, wherver I have had to make archetictural choices338 about =CORTEX=, I have chosen to give as much freedom to the user as339 possible, so that =CORTEX= may be used for things I have not340 forseen.342 ** Simulation or Reality?344 The most important archetictural decision of all is the choice to345 use a computer-simulated environemnt in the first place! The world346 is a vast and rich place, and for now simulations are a very poor347 reflection of its complexity. It may be that there is a significant348 qualatative difference between dealing with senses in the real349 world and dealing with pale facilimilies of them in a350 simulation. What are the advantages and disadvantages of a351 simulation vs. reality?353 *** Simulation355 The advantages of virtual reality are that when everything is a356 simulation, experiments in that simulation are absolutely357 reproducible. It's also easier to change the character and world358 to explore new situations and different sensory combinations.360 If the world is to be simulated on a computer, then not only do361 you have to worry about whether the character's senses are rich362 enough to learn from the world, but whether the world itself is363 rendered with enough detail and realism to give enough working364 material to the character's senses. To name just a few365 difficulties facing modern physics simulators: destructibility of366 the environment, simulation of water/other fluids, large areas,367 nonrigid bodies, lots of objects, smoke. I don't know of any368 computer simulation that would allow a character to take a rock369 and grind it into fine dust, then use that dust to make a clay370 sculpture, at least not without spending years calculating the371 interactions of every single small grain of dust. Maybe a372 simulated world with today's limitations doesn't provide enough373 richness for real intelligence to evolve.375 *** Reality377 The other approach for playing with senses is to hook your378 software up to real cameras, microphones, robots, etc., and let it379 loose in the real world. This has the advantage of eliminating380 concerns about simulating the world at the expense of increasing381 the complexity of implementing the senses. Instead of just382 grabbing the current rendered frame for processing, you have to383 use an actual camera with real lenses and interact with photons to384 get an image. It is much harder to change the character, which is385 now partly a physical robot of some sort, since doing so involves386 changing things around in the real world instead of modifying387 lines of code. While the real world is very rich and definitely388 provides enough stimulation for intelligence to develop as389 evidenced by our own existence, it is also uncontrollable in the390 sense that a particular situation cannot be recreated perfectly or391 saved for later use. It is harder to conduct science because it is392 harder to repeat an experiment. The worst thing about using the393 real world instead of a simulation is the matter of time. Instead394 of simulated time you get the constant and unstoppable flow of395 real time. This severely limits the sorts of software you can use396 to program the AI because all sense inputs must be handled in real397 time. Complicated ideas may have to be implemented in hardware or398 may simply be impossible given the current speed of our399 processors. Contrast this with a simulation, in which the flow of400 time in the simulated world can be slowed down to accommodate the401 limitations of the character's programming. In terms of cost,402 doing everything in software is far cheaper than building custom403 real-time hardware. All you need is a laptop and some patience.405 ** Because of Time, simulation is perferable to reality407 I envision =CORTEX= being used to support rapid prototyping and408 iteration of ideas. Even if I could put together a well constructed409 kit for creating robots, it would still not be enough because of410 the scourge of real-time processing. Anyone who wants to test their411 ideas in the real world must always worry about getting their412 algorithms to run fast enough to process information in real413 time. The need for real time processing only increases if multiple414 senses are involved. In the extreme case, even simple algorithms415 will have to be accelerated by ASIC chips or FPGAs, turning what416 would otherwise be a few lines of code and a 10x speed penality417 into a multi-month ordeal. For this reason, =CORTEX= supports418 /time-dialiation/, which scales back the framerate of the419 simulation in proportion to the amount of processing each420 frame. From the perspective of the creatures inside the simulation,421 time always appears to flow at a constant rate, regardless of how422 complicated the envorimnent becomes or how many creatures are in423 the simulation. The cost is that =CORTEX= can sometimes run slower424 than real time. This can also be an advantage, however ---425 simulations of very simple creatures in =CORTEX= generally run at426 40x on my machine!428 ** Video game engines are a great starting point430 I did not need to write my own physics simulation code or shader to431 build =CORTEX=. Doing so would lead to a system that is impossible432 for anyone but myself to use anyway. Instead, I use a video game433 engine as a base and modify it to accomodate the additional needs434 of =CORTEX=. Video game engines are an ideal starting point to435 build =CORTEX=, because they are not far from being creature436 building systems themselves.438 First off, general purpose video game engines come with a physics439 engine and lighting / sound system. The physics system provides440 tools that can be co-opted to serve as touch, proprioception, and441 muscles. Since some games support split screen views, a good video442 game engine will allow you to efficiently create multiple cameras443 in the simulated world that can be used as eyes.445 ** Bodies are composed of segments connected by joints447 ** Eyes reuse standard video game components449 ** Hearing is hard; =CORTEX= does it right451 ** Touch uses hundreds of hair-like elements453 ** Proprioception is the sense that makes everything ``real''455 ** Muscles are both effectors and sensors457 ** =CORTEX= brings complex creatures to life!459 ** =CORTEX= enables many possiblities for further research461 * Empathy in a simulated worm463 Here I develop a computational model of empathy, using =CORTEX= as a464 base. Empathy in this context is the ability to observe another465 creature and infer what sorts of sensations that creature is466 feeling. My empathy algorithm involves multiple phases. First is467 free-play, where the creature moves around and gains sensory468 experience. From this experience I construct a representation of the469 creature's sensory state space, which I call \Phi-space. Using470 \Phi-space, I construct an efficient function which takes the471 limited data that comes from observing another creature and enriches472 it full compliment of imagined sensory data. I can then use the473 imagined sensory data to recognize what the observed creature is474 doing and feeling, using straightforward embodied action predicates.475 This is all demonstrated with using a simple worm-like creature, and476 recognizing worm-actions based on limited data.478 #+caption: Here is the worm with which we will be working.479 #+caption: It is composed of 5 segments. Each segment has a480 #+caption: pair of extensor and flexor muscles. Each of the481 #+caption: worm's four joints is a hinge joint which allows482 #+caption: about 30 degrees of rotation to either side. Each segment483 #+caption: of the worm is touch-capable and has a uniform484 #+caption: distribution of touch sensors on each of its faces.485 #+caption: Each joint has a proprioceptive sense to detect486 #+caption: relative positions. The worm segments are all the487 #+caption: same except for the first one, which has a much488 #+caption: higher weight than the others to allow for easy489 #+caption: manual motor control.490 #+name: basic-worm-view491 #+ATTR_LaTeX: :width 10cm492 [[./images/basic-worm-view.png]]494 #+caption: Program for reading a worm from a blender file and495 #+caption: outfitting it with the senses of proprioception,496 #+caption: touch, and the ability to move, as specified in the497 #+caption: blender file.498 #+name: get-worm499 #+begin_listing clojure500 #+begin_src clojure501 (defn worm []502 (let [model (load-blender-model "Models/worm/worm.blend")]503 {:body (doto model (body!))504 :touch (touch! model)505 :proprioception (proprioception! model)506 :muscles (movement! model)}))507 #+end_src508 #+end_listing510 ** Embodiment factors action recognition into managable parts512 Using empathy, I divide the problem of action recognition into a513 recognition process expressed in the language of a full compliment514 of senses, and an imaganitive process that generates full sensory515 data from partial sensory data. Splitting the action recognition516 problem in this manner greatly reduces the total amount of work to517 recognize actions: The imaganitive process is mostly just matching518 previous experience, and the recognition process gets to use all519 the senses to directly describe any action.521 ** Action recognition is easy with a full gamut of senses523 Embodied representations using multiple senses such as touch,524 proprioception, and muscle tension turns out be be exceedingly525 efficient at describing body-centered actions. It is the ``right526 language for the job''. For example, it takes only around 5 lines527 of LISP code to describe the action of ``curling'' using embodied528 primitives. It takes about 10 lines to describe the seemingly529 complicated action of wiggling.531 The following action predicates each take a stream of sensory532 experience, observe however much of it they desire, and decide533 whether the worm is doing the action they describe. =curled?=534 relies on proprioception, =resting?= relies on touch, =wiggling?=535 relies on a fourier analysis of muscle contraction, and536 =grand-circle?= relies on touch and reuses =curled?= as a gaurd.538 #+caption: Program for detecting whether the worm is curled. This is the539 #+caption: simplest action predicate, because it only uses the last frame540 #+caption: of sensory experience, and only uses proprioceptive data. Even541 #+caption: this simple predicate, however, is automatically frame542 #+caption: independent and ignores vermopomorphic differences such as543 #+caption: worm textures and colors.544 #+name: curled545 #+attr_latex: [htpb]546 #+begin_listing clojure547 #+begin_src clojure548 (defn curled?549 "Is the worm curled up?"550 [experiences]551 (every?552 (fn [[_ _ bend]]553 (> (Math/sin bend) 0.64))554 (:proprioception (peek experiences))))555 #+end_src556 #+end_listing558 #+caption: Program for summarizing the touch information in a patch559 #+caption: of skin.560 #+name: touch-summary561 #+attr_latex: [htpb]563 #+begin_listing clojure564 #+begin_src clojure565 (defn contact566 "Determine how much contact a particular worm segment has with567 other objects. Returns a value between 0 and 1, where 1 is full568 contact and 0 is no contact."569 [touch-region [coords contact :as touch]]570 (-> (zipmap coords contact)571 (select-keys touch-region)572 (vals)573 (#(map first %))574 (average)575 (* 10)576 (- 1)577 (Math/abs)))578 #+end_src579 #+end_listing582 #+caption: Program for detecting whether the worm is at rest. This program583 #+caption: uses a summary of the tactile information from the underbelly584 #+caption: of the worm, and is only true if every segment is touching the585 #+caption: floor. Note that this function contains no references to586 #+caption: proprioction at all.587 #+name: resting588 #+attr_latex: [htpb]589 #+begin_listing clojure590 #+begin_src clojure591 (def worm-segment-bottom (rect-region [8 15] [14 22]))593 (defn resting?594 "Is the worm resting on the ground?"595 [experiences]596 (every?597 (fn [touch-data]598 (< 0.9 (contact worm-segment-bottom touch-data)))599 (:touch (peek experiences))))600 #+end_src601 #+end_listing603 #+caption: Program for detecting whether the worm is curled up into a604 #+caption: full circle. Here the embodied approach begins to shine, as605 #+caption: I am able to both use a previous action predicate (=curled?=)606 #+caption: as well as the direct tactile experience of the head and tail.607 #+name: grand-circle608 #+attr_latex: [htpb]609 #+begin_listing clojure610 #+begin_src clojure611 (def worm-segment-bottom-tip (rect-region [15 15] [22 22]))613 (def worm-segment-top-tip (rect-region [0 15] [7 22]))615 (defn grand-circle?616 "Does the worm form a majestic circle (one end touching the other)?"617 [experiences]618 (and (curled? experiences)619 (let [worm-touch (:touch (peek experiences))620 tail-touch (worm-touch 0)621 head-touch (worm-touch 4)]622 (and (< 0.55 (contact worm-segment-bottom-tip tail-touch))623 (< 0.55 (contact worm-segment-top-tip head-touch))))))624 #+end_src625 #+end_listing628 #+caption: Program for detecting whether the worm has been wiggling for629 #+caption: the last few frames. It uses a fourier analysis of the muscle630 #+caption: contractions of the worm's tail to determine wiggling. This is631 #+caption: signigicant because there is no particular frame that clearly632 #+caption: indicates that the worm is wiggling --- only when multiple frames633 #+caption: are analyzed together is the wiggling revealed. Defining634 #+caption: wiggling this way also gives the worm an opportunity to learn635 #+caption: and recognize ``frustrated wiggling'', where the worm tries to636 #+caption: wiggle but can't. Frustrated wiggling is very visually different637 #+caption: from actual wiggling, but this definition gives it to us for free.638 #+name: wiggling639 #+attr_latex: [htpb]640 #+begin_listing clojure641 #+begin_src clojure642 (defn fft [nums]643 (map644 #(.getReal %)645 (.transform646 (FastFourierTransformer. DftNormalization/STANDARD)647 (double-array nums) TransformType/FORWARD)))649 (def indexed (partial map-indexed vector))651 (defn max-indexed [s]652 (first (sort-by (comp - second) (indexed s))))654 (defn wiggling?655 "Is the worm wiggling?"656 [experiences]657 (let [analysis-interval 0x40]658 (when (> (count experiences) analysis-interval)659 (let [a-flex 3660 a-ex 2661 muscle-activity662 (map :muscle (vector:last-n experiences analysis-interval))663 base-activity664 (map #(- (% a-flex) (% a-ex)) muscle-activity)]665 (= 2666 (first667 (max-indexed668 (map #(Math/abs %)669 (take 20 (fft base-activity))))))))))670 #+end_src671 #+end_listing673 With these action predicates, I can now recognize the actions of674 the worm while it is moving under my control and I have access to675 all the worm's senses.677 #+caption: Use the action predicates defined earlier to report on678 #+caption: what the worm is doing while in simulation.679 #+name: report-worm-activity680 #+attr_latex: [htpb]681 #+begin_listing clojure682 #+begin_src clojure683 (defn debug-experience684 [experiences text]685 (cond686 (grand-circle? experiences) (.setText text "Grand Circle")687 (curled? experiences) (.setText text "Curled")688 (wiggling? experiences) (.setText text "Wiggling")689 (resting? experiences) (.setText text "Resting")))690 #+end_src691 #+end_listing693 #+caption: Using =debug-experience=, the body-centered predicates694 #+caption: work together to classify the behaviour of the worm.695 #+caption: the predicates are operating with access to the worm's696 #+caption: full sensory data.697 #+name: basic-worm-view698 #+ATTR_LaTeX: :width 10cm699 [[./images/worm-identify-init.png]]701 These action predicates satisfy the recognition requirement of an702 empathic recognition system. There is power in the simplicity of703 the action predicates. They describe their actions without getting704 confused in visual details of the worm. Each one is frame705 independent, but more than that, they are each indepent of706 irrelevant visual details of the worm and the environment. They707 will work regardless of whether the worm is a different color or708 hevaily textured, or if the environment has strange lighting.710 The trick now is to make the action predicates work even when the711 sensory data on which they depend is absent. If I can do that, then712 I will have gained much,714 ** \Phi-space describes the worm's experiences716 As a first step towards building empathy, I need to gather all of717 the worm's experiences during free play. I use a simple vector to718 store all the experiences.720 Each element of the experience vector exists in the vast space of721 all possible worm-experiences. Most of this vast space is actually722 unreachable due to physical constraints of the worm's body. For723 example, the worm's segments are connected by hinge joints that put724 a practical limit on the worm's range of motions without limiting725 its degrees of freedom. Some groupings of senses are impossible;726 the worm can not be bent into a circle so that its ends are727 touching and at the same time not also experience the sensation of728 touching itself.730 As the worm moves around during free play and its experience vector731 grows larger, the vector begins to define a subspace which is all732 the sensations the worm can practicaly experience during normal733 operation. I call this subspace \Phi-space, short for734 physical-space. The experience vector defines a path through735 \Phi-space. This path has interesting properties that all derive736 from physical embodiment. The proprioceptive components are737 completely smooth, because in order for the worm to move from one738 position to another, it must pass through the intermediate739 positions. The path invariably forms loops as actions are repeated.740 Finally and most importantly, proprioception actually gives very741 strong inference about the other senses. For example, when the worm742 is flat, you can infer that it is touching the ground and that its743 muscles are not active, because if the muscles were active, the744 worm would be moving and would not be perfectly flat. In order to745 stay flat, the worm has to be touching the ground, or it would746 again be moving out of the flat position due to gravity. If the747 worm is positioned in such a way that it interacts with itself,748 then it is very likely to be feeling the same tactile feelings as749 the last time it was in that position, because it has the same body750 as then. If you observe multiple frames of proprioceptive data,751 then you can become increasingly confident about the exact752 activations of the worm's muscles, because it generally takes a753 unique combination of muscle contractions to transform the worm's754 body along a specific path through \Phi-space.756 There is a simple way of taking \Phi-space and the total ordering757 provided by an experience vector and reliably infering the rest of758 the senses.760 ** Empathy is the process of tracing though \Phi-space762 Here is the core of a basic empathy algorithm, starting with an763 experience vector:765 First, group the experiences into tiered proprioceptive bins. I use766 powers of 10 and 3 bins, and the smallest bin has an approximate767 size of 0.001 radians in all proprioceptive dimensions.769 Then, given a sequence of proprioceptive input, generate a set of770 matching experience records for each input, using the tiered771 proprioceptive bins.773 Finally, to infer sensory data, select the longest consective chain774 of experiences. Conecutive experience means that the experiences775 appear next to each other in the experience vector.777 This algorithm has three advantages:779 1. It's simple781 3. It's very fast -- retrieving possible interpretations takes782 constant time. Tracing through chains of interpretations takes783 time proportional to the average number of experiences in a784 proprioceptive bin. Redundant experiences in \Phi-space can be785 merged to save computation.787 2. It protects from wrong interpretations of transient ambiguous788 proprioceptive data. For example, if the worm is flat for just789 an instant, this flattness will not be interpreted as implying790 that the worm has its muscles relaxed, since the flattness is791 part of a longer chain which includes a distinct pattern of792 muscle activation. Markov chains or other memoryless statistical793 models that operate on individual frames may very well make this794 mistake.796 #+caption: Program to convert an experience vector into a797 #+caption: proprioceptively binned lookup function.798 #+name: bin799 #+attr_latex: [htpb]800 #+begin_listing clojure801 #+begin_src clojure802 (defn bin [digits]803 (fn [angles]804 (->> angles805 (flatten)806 (map (juxt #(Math/sin %) #(Math/cos %)))807 (flatten)808 (mapv #(Math/round (* % (Math/pow 10 (dec digits))))))))810 (defn gen-phi-scan811 "Nearest-neighbors with binning. Only returns a result if812 the propriceptive data is within 10% of a previously recorded813 result in all dimensions."814 [phi-space]815 (let [bin-keys (map bin [3 2 1])816 bin-maps817 (map (fn [bin-key]818 (group-by819 (comp bin-key :proprioception phi-space)820 (range (count phi-space)))) bin-keys)821 lookups (map (fn [bin-key bin-map]822 (fn [proprio] (bin-map (bin-key proprio))))823 bin-keys bin-maps)]824 (fn lookup [proprio-data]825 (set (some #(% proprio-data) lookups)))))826 #+end_src827 #+end_listing829 #+caption: =longest-thread= finds the longest path of consecutive830 #+caption: experiences to explain proprioceptive worm data.831 #+name: phi-space-history-scan832 #+ATTR_LaTeX: :width 10cm833 [[./images/aurellem-gray.png]]835 =longest-thread= infers sensory data by stitching together pieces836 from previous experience. It prefers longer chains of previous837 experience to shorter ones. For example, during training the worm838 might rest on the ground for one second before it performs its839 excercises. If during recognition the worm rests on the ground for840 five seconds, =longest-thread= will accomodate this five second841 rest period by looping the one second rest chain five times.843 =longest-thread= takes time proportinal to the average number of844 entries in a proprioceptive bin, because for each element in the845 starting bin it performes a series of set lookups in the preceeding846 bins. If the total history is limited, then this is only a constant847 multiple times the number of entries in the starting bin. This848 analysis also applies even if the action requires multiple longest849 chains -- it's still the average number of entries in a850 proprioceptive bin times the desired chain length. Because851 =longest-thread= is so efficient and simple, I can interpret852 worm-actions in real time.854 #+caption: Program to calculate empathy by tracing though \Phi-space855 #+caption: and finding the longest (ie. most coherent) interpretation856 #+caption: of the data.857 #+name: longest-thread858 #+attr_latex: [htpb]859 #+begin_listing clojure860 #+begin_src clojure861 (defn longest-thread862 "Find the longest thread from phi-index-sets. The index sets should863 be ordered from most recent to least recent."864 [phi-index-sets]865 (loop [result '()866 [thread-bases & remaining :as phi-index-sets] phi-index-sets]867 (if (empty? phi-index-sets)868 (vec result)869 (let [threads870 (for [thread-base thread-bases]871 (loop [thread (list thread-base)872 remaining remaining]873 (let [next-index (dec (first thread))]874 (cond (empty? remaining) thread875 (contains? (first remaining) next-index)876 (recur877 (cons next-index thread) (rest remaining))878 :else thread))))879 longest-thread880 (reduce (fn [thread-a thread-b]881 (if (> (count thread-a) (count thread-b))882 thread-a thread-b))883 '(nil)884 threads)]885 (recur (concat longest-thread result)886 (drop (count longest-thread) phi-index-sets))))))887 #+end_src888 #+end_listing890 There is one final piece, which is to replace missing sensory data891 with a best-guess estimate. While I could fill in missing data by892 using a gradient over the closest known sensory data points,893 averages can be misleading. It is certainly possible to create an894 impossible sensory state by averaging two possible sensory states.895 Therefore, I simply replicate the most recent sensory experience to896 fill in the gaps.898 #+caption: Fill in blanks in sensory experience by replicating the most899 #+caption: recent experience.900 #+name: infer-nils901 #+attr_latex: [htpb]902 #+begin_listing clojure903 #+begin_src clojure904 (defn infer-nils905 "Replace nils with the next available non-nil element in the906 sequence, or barring that, 0."907 [s]908 (loop [i (dec (count s))909 v (transient s)]910 (if (zero? i) (persistent! v)911 (if-let [cur (v i)]912 (if (get v (dec i) 0)913 (recur (dec i) v)914 (recur (dec i) (assoc! v (dec i) cur)))915 (recur i (assoc! v i 0))))))916 #+end_src917 #+end_listing919 ** Efficient action recognition with =EMPATH=921 To use =EMPATH= with the worm, I first need to gather a set of922 experiences from the worm that includes the actions I want to923 recognize. The =generate-phi-space= program (listing924 \ref{generate-phi-space} runs the worm through a series of925 exercices and gatheres those experiences into a vector. The926 =do-all-the-things= program is a routine expressed in a simple927 muscle contraction script language for automated worm control. It928 causes the worm to rest, curl, and wiggle over about 700 frames929 (approx. 11 seconds).931 #+caption: Program to gather the worm's experiences into a vector for932 #+caption: further processing. The =motor-control-program= line uses933 #+caption: a motor control script that causes the worm to execute a series934 #+caption: of ``exercices'' that include all the action predicates.935 #+name: generate-phi-space936 #+attr_latex: [htpb]937 #+begin_listing clojure938 #+begin_src clojure939 (def do-all-the-things940 (concat941 curl-script942 [[300 :d-ex 40]943 [320 :d-ex 0]]944 (shift-script 280 (take 16 wiggle-script))))946 (defn generate-phi-space []947 (let [experiences (atom [])]948 (run-world949 (apply-map950 worm-world951 (merge952 (worm-world-defaults)953 {:end-frame 700954 :motor-control955 (motor-control-program worm-muscle-labels do-all-the-things)956 :experiences experiences})))957 @experiences))958 #+end_src959 #+end_listing961 #+caption: Use longest thread and a phi-space generated from a short962 #+caption: exercise routine to interpret actions during free play.963 #+name: empathy-debug964 #+attr_latex: [htpb]965 #+begin_listing clojure966 #+begin_src clojure967 (defn init []968 (def phi-space (generate-phi-space))969 (def phi-scan (gen-phi-scan phi-space)))971 (defn empathy-demonstration []972 (let [proprio (atom ())]973 (fn974 [experiences text]975 (let [phi-indices (phi-scan (:proprioception (peek experiences)))]976 (swap! proprio (partial cons phi-indices))977 (let [exp-thread (longest-thread (take 300 @proprio))978 empathy (mapv phi-space (infer-nils exp-thread))]979 (println-repl (vector:last-n exp-thread 22))980 (cond981 (grand-circle? empathy) (.setText text "Grand Circle")982 (curled? empathy) (.setText text "Curled")983 (wiggling? empathy) (.setText text "Wiggling")984 (resting? empathy) (.setText text "Resting")985 :else (.setText text "Unknown")))))))987 (defn empathy-experiment [record]988 (.start (worm-world :experience-watch (debug-experience-phi)989 :record record :worm worm*)))990 #+end_src991 #+end_listing993 The result of running =empathy-experiment= is that the system is994 generally able to interpret worm actions using the action-predicates995 on simulated sensory data just as well as with actual data. Figure996 \ref{empathy-debug-image} was generated using =empathy-experiment=:998 #+caption: From only proprioceptive data, =EMPATH= was able to infer999 #+caption: the complete sensory experience and classify four poses1000 #+caption: (The last panel shows a composite image of \emph{wriggling},1001 #+caption: a dynamic pose.)1002 #+name: empathy-debug-image1003 #+ATTR_LaTeX: :width 10cm :placement [H]1004 [[./images/empathy-1.png]]1006 One way to measure the performance of =EMPATH= is to compare the1007 sutiability of the imagined sense experience to trigger the same1008 action predicates as the real sensory experience.1010 #+caption: Determine how closely empathy approximates actual1011 #+caption: sensory data.1012 #+name: test-empathy-accuracy1013 #+attr_latex: [htpb]1014 #+begin_listing clojure1015 #+begin_src clojure1016 (def worm-action-label1017 (juxt grand-circle? curled? wiggling?))1019 (defn compare-empathy-with-baseline [matches]1020 (let [proprio (atom ())]1021 (fn1022 [experiences text]1023 (let [phi-indices (phi-scan (:proprioception (peek experiences)))]1024 (swap! proprio (partial cons phi-indices))1025 (let [exp-thread (longest-thread (take 300 @proprio))1026 empathy (mapv phi-space (infer-nils exp-thread))1027 experience-matches-empathy1028 (= (worm-action-label experiences)1029 (worm-action-label empathy))]1030 (println-repl experience-matches-empathy)1031 (swap! matches #(conj % experience-matches-empathy)))))))1033 (defn accuracy [v]1034 (float (/ (count (filter true? v)) (count v))))1036 (defn test-empathy-accuracy []1037 (let [res (atom [])]1038 (run-world1039 (worm-world :experience-watch1040 (compare-empathy-with-baseline res)1041 :worm worm*))1042 (accuracy @res)))1043 #+end_src1044 #+end_listing1046 Running =test-empathy-accuracy= using the very short exercise1047 program defined in listing \ref{generate-phi-space}, and then doing1048 a similar pattern of activity manually yeilds an accuracy of around1049 73%. This is based on very limited worm experience. By training the1050 worm for longer, the accuracy dramatically improves.1052 #+caption: Program to generate \Phi-space using manual training.1053 #+name: manual-phi-space1054 #+attr_latex: [htpb]1055 #+begin_listing clojure1056 #+begin_src clojure1057 (defn init-interactive []1058 (def phi-space1059 (let [experiences (atom [])]1060 (run-world1061 (apply-map1062 worm-world1063 (merge1064 (worm-world-defaults)1065 {:experiences experiences})))1066 @experiences))1067 (def phi-scan (gen-phi-scan phi-space)))1068 #+end_src1069 #+end_listing1071 After about 1 minute of manual training, I was able to achieve 95%1072 accuracy on manual testing of the worm using =init-interactive= and1073 =test-empathy-accuracy=. The majority of errors are near the1074 boundaries of transitioning from one type of action to another.1075 During these transitions the exact label for the action is more open1076 to interpretation, and dissaggrement between empathy and experience1077 is more excusable.1079 ** Digression: bootstrapping touch using free exploration1081 In the previous section I showed how to compute actions in terms of1082 body-centered predicates which relied averate touch activation of1083 pre-defined regions of the worm's skin. What if, instead of recieving1084 touch pre-grouped into the six faces of each worm segment, the true1085 topology of the worm's skin was unknown? This is more similiar to how1086 a nerve fiber bundle might be arranged. While two fibers that are1087 close in a nerve bundle /might/ correspond to two touch sensors that1088 are close together on the skin, the process of taking a complicated1089 surface and forcing it into essentially a circle requires some cuts1090 and rerragenments.1092 In this section I show how to automatically learn the skin-topology of1093 a worm segment by free exploration. As the worm rolls around on the1094 floor, large sections of its surface get activated. If the worm has1095 stopped moving, then whatever region of skin that is touching the1096 floor is probably an important region, and should be recorded.1098 #+caption: Program to detect whether the worm is in a resting state1099 #+caption: with one face touching the floor.1100 #+name: pure-touch1101 #+begin_listing clojure1102 #+begin_src clojure1103 (def full-contact [(float 0.0) (float 0.1)])1105 (defn pure-touch?1106 "This is worm specific code to determine if a large region of touch1107 sensors is either all on or all off."1108 [[coords touch :as touch-data]]1109 (= (set (map first touch)) (set full-contact)))1110 #+end_src1111 #+end_listing1113 After collecting these important regions, there will many nearly1114 similiar touch regions. While for some purposes the subtle1115 differences between these regions will be important, for my1116 purposes I colapse them into mostly non-overlapping sets using1117 =remove-similiar= in listing \ref{remove-similiar}1119 #+caption: Program to take a lits of set of points and ``collapse them''1120 #+caption: so that the remaining sets in the list are siginificantly1121 #+caption: different from each other. Prefer smaller sets to larger ones.1122 #+name: remove-similiar1123 #+begin_listing clojure1124 #+begin_src clojure1125 (defn remove-similar1126 [coll]1127 (loop [result () coll (sort-by (comp - count) coll)]1128 (if (empty? coll) result1129 (let [[x & xs] coll1130 c (count x)]1131 (if (some1132 (fn [other-set]1133 (let [oc (count other-set)]1134 (< (- (count (union other-set x)) c) (* oc 0.1))))1135 xs)1136 (recur result xs)1137 (recur (cons x result) xs))))))1138 #+end_src1139 #+end_listing1141 Actually running this simulation is easy given =CORTEX='s facilities.1143 #+caption: Collect experiences while the worm moves around. Filter the touch1144 #+caption: sensations by stable ones, collapse similiar ones together,1145 #+caption: and report the regions learned.1146 #+name: learn-touch1147 #+begin_listing clojure1148 #+begin_src clojure1149 (defn learn-touch-regions []1150 (let [experiences (atom [])1151 world (apply-map1152 worm-world1153 (assoc (worm-segment-defaults)1154 :experiences experiences))]1155 (run-world world)1156 (->>1157 @experiences1158 (drop 175)1159 ;; access the single segment's touch data1160 (map (comp first :touch))1161 ;; only deal with "pure" touch data to determine surfaces1162 (filter pure-touch?)1163 ;; associate coordinates with touch values1164 (map (partial apply zipmap))1165 ;; select those regions where contact is being made1166 (map (partial group-by second))1167 (map #(get % full-contact))1168 (map (partial map first))1169 ;; remove redundant/subset regions1170 (map set)1171 remove-similar)))1173 (defn learn-and-view-touch-regions []1174 (map view-touch-region1175 (learn-touch-regions)))1176 #+end_src1177 #+end_listing1179 The only thing remining to define is the particular motion the worm1180 must take. I accomplish this with a simple motor control program.1182 #+caption: Motor control program for making the worm roll on the ground.1183 #+caption: This could also be replaced with random motion.1184 #+name: worm-roll1185 #+begin_listing clojure1186 #+begin_src clojure1187 (defn touch-kinesthetics []1188 [[170 :lift-1 40]1189 [190 :lift-1 19]1190 [206 :lift-1 0]1192 [400 :lift-2 40]1193 [410 :lift-2 0]1195 [570 :lift-2 40]1196 [590 :lift-2 21]1197 [606 :lift-2 0]1199 [800 :lift-1 30]1200 [809 :lift-1 0]1202 [900 :roll-2 40]1203 [905 :roll-2 20]1204 [910 :roll-2 0]1206 [1000 :roll-2 40]1207 [1005 :roll-2 20]1208 [1010 :roll-2 0]1210 [1100 :roll-2 40]1211 [1105 :roll-2 20]1212 [1110 :roll-2 0]1213 ])1214 #+end_src1215 #+end_listing1218 #+caption: The small worm rolls around on the floor, driven1219 #+caption: by the motor control program in listing \ref{worm-roll}.1220 #+name: worm-roll1221 #+ATTR_LaTeX: :width 12cm1222 [[./images/worm-roll.png]]1225 #+caption: After completing its adventures, the worm now knows1226 #+caption: how its touch sensors are arranged along its skin. These1227 #+caption: are the regions that were deemed important by1228 #+caption: =learn-touch-regions=. Note that the worm has discovered1229 #+caption: that it has six sides.1230 #+name: worm-touch-map1231 #+ATTR_LaTeX: :width 12cm1232 [[./images/touch-learn.png]]1234 While simple, =learn-touch-regions= exploits regularities in both1235 the worm's physiology and the worm's environment to correctly1236 deduce that the worm has six sides. Note that =learn-touch-regions=1237 would work just as well even if the worm's touch sense data were1238 completely scrambled. The cross shape is just for convienence. This1239 example justifies the use of pre-defined touch regions in =EMPATH=.1241 * Contributions1243 In this thesis you have seen the =CORTEX= system, a complete1244 environment for creating simulated creatures. You have seen how to1245 implement five senses including touch, proprioception, hearing,1246 vision, and muscle tension. You have seen how to create new creatues1247 using blender, a 3D modeling tool. I hope that =CORTEX= will be1248 useful in further research projects. To this end I have included the1249 full source to =CORTEX= along with a large suite of tests and1250 examples. I have also created a user guide for =CORTEX= which is1251 inculded in an appendix to this thesis.1253 You have also seen how I used =CORTEX= as a platform to attach the1254 /action recognition/ problem, which is the problem of recognizing1255 actions in video. You saw a simple system called =EMPATH= which1256 ientifies actions by first describing actions in a body-centerd,1257 rich sense language, then infering a full range of sensory1258 experience from limited data using previous experience gained from1259 free play.1261 As a minor digression, you also saw how I used =CORTEX= to enable a1262 tiny worm to discover the topology of its skin simply by rolling on1263 the ground.1265 In conclusion, the main contributions of this thesis are:1267 - =CORTEX=, a system for creating simulated creatures with rich1268 senses.1269 - =EMPATH=, a program for recognizing actions by imagining sensory1270 experience.1272 # An anatomical joke:1273 # - Training1274 # - Skeletal imitation1275 # - Sensory fleshing-out1276 # - Classification