Mercurial > cortex
view thesis/cortex.org @ 516:ced955c3c84f
resurrect old cortex to fix flow issues.
author | Robert McIntyre <rlm@mit.edu> |
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date | Sun, 30 Mar 2014 22:48:19 -0400 |
parents | 58fa1ffd481e |
children | 68665d2c32a7 |
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1 #+title: =CORTEX=2 #+author: Robert McIntyre3 #+email: rlm@mit.edu4 #+description: Using embodied AI to facilitate Artificial Imagination.5 #+keywords: AI, clojure, embodiment6 #+LaTeX_CLASS_OPTIONS: [nofloat]8 * COMMENT templates9 #+caption:10 #+caption:11 #+caption:12 #+caption:13 #+name: name14 #+begin_listing clojure15 #+BEGIN_SRC clojure16 #+END_SRC17 #+end_listing19 #+caption:20 #+caption:21 #+caption:22 #+name: name23 #+ATTR_LaTeX: :width 10cm24 [[./images/aurellem-gray.png]]26 #+caption:27 #+caption:28 #+caption:29 #+caption:30 #+name: name31 #+begin_listing clojure32 #+BEGIN_SRC clojure33 #+END_SRC34 #+end_listing36 #+caption:37 #+caption:38 #+caption:39 #+name: name40 #+ATTR_LaTeX: :width 10cm41 [[./images/aurellem-gray.png]]44 * Empathy \& Embodiment: problem solving strategies46 By the end of this thesis, you will have seen a novel approach to47 interpreting video using embodiment and empathy. You will have also48 seen one way to efficiently implement empathy for embodied49 creatures. Finally, you will become familiar with =CORTEX=, a system50 for designing and simulating creatures with rich senses, which you51 may choose to use in your own research.53 This is the core vision of my thesis: That one of the important ways54 in which we understand others is by imagining ourselves in their55 position and emphatically feeling experiences relative to our own56 bodies. By understanding events in terms of our own previous57 corporeal experience, we greatly constrain the possibilities of what58 would otherwise be an unwieldy exponential search. This extra59 constraint can be the difference between easily understanding what60 is happening in a video and being completely lost in a sea of61 incomprehensible color and movement.64 ** The problem: recognizing actions in video is hard!66 Examine the following image. What is happening? As you, and indeed67 very young children, can easily determine, this is an image of68 drinking.70 #+caption: A cat drinking some water. Identifying this action is71 #+caption: beyond the capabilities of existing computer vision systems.72 #+ATTR_LaTeX: :width 7cm73 [[./images/cat-drinking.jpg]]75 Nevertheless, it is beyond the state of the art for a computer76 vision program to describe what's happening in this image. Part of77 the problem is that many computer vision systems focus on78 pixel-level details or comparisons to example images (such as79 \cite{volume-action-recognition}), but the 3D world is so variable80 that it is hard to descrive the world in terms of possible images.82 In fact, the contents of scene may have much less to do with pixel83 probabilities than with recognizing various affordances: things you84 can move, objects you can grasp, spaces that can be filled . For85 example, what processes might enable you to see the chair in figure86 \ref{hidden-chair}?88 #+caption: The chair in this image is quite obvious to humans, but I89 #+caption: doubt that any modern computer vision program can find it.90 #+name: hidden-chair91 #+ATTR_LaTeX: :width 10cm92 [[./images/fat-person-sitting-at-desk.jpg]]94 Finally, how is it that you can easily tell the difference between95 how the girls /muscles/ are working in figure \ref{girl}?97 #+caption: The mysterious ``common sense'' appears here as you are able98 #+caption: to discern the difference in how the girl's arm muscles99 #+caption: are activated between the two images.100 #+name: girl101 #+ATTR_LaTeX: :width 7cm102 [[./images/wall-push.png]]104 Each of these examples tells us something about what might be going105 on in our minds as we easily solve these recognition problems.107 The hidden chair shows us that we are strongly triggered by cues108 relating to the position of human bodies, and that we can determine109 the overall physical configuration of a human body even if much of110 that body is occluded.112 The picture of the girl pushing against the wall tells us that we113 have common sense knowledge about the kinetics of our own bodies.114 We know well how our muscles would have to work to maintain us in115 most positions, and we can easily project this self-knowledge to116 imagined positions triggered by images of the human body.118 ** A step forward: the sensorimotor-centered approach120 In this thesis, I explore the idea that our knowledge of our own121 bodies, combined with our own rich senses, enables us to recognize122 the actions of others.124 For example, I think humans are able to label the cat video as125 ``drinking'' because they imagine /themselves/ as the cat, and126 imagine putting their face up against a stream of water and127 sticking out their tongue. In that imagined world, they can feel128 the cool water hitting their tongue, and feel the water entering129 their body, and are able to recognize that /feeling/ as drinking.130 So, the label of the action is not really in the pixels of the131 image, but is found clearly in a simulation inspired by those132 pixels. An imaginative system, having been trained on drinking and133 non-drinking examples and learning that the most important134 component of drinking is the feeling of water sliding down one's135 throat, would analyze a video of a cat drinking in the following136 manner:138 1. Create a physical model of the video by putting a ``fuzzy''139 model of its own body in place of the cat. Possibly also create140 a simulation of the stream of water.142 2. Play out this simulated scene and generate imagined sensory143 experience. This will include relevant muscle contractions, a144 close up view of the stream from the cat's perspective, and most145 importantly, the imagined feeling of water entering the146 mouth. The imagined sensory experience can come from a147 simulation of the event, but can also be pattern-matched from148 previous, similar embodied experience.150 3. The action is now easily identified as drinking by the sense of151 taste alone. The other senses (such as the tongue moving in and152 out) help to give plausibility to the simulated action. Note that153 the sense of vision, while critical in creating the simulation,154 is not critical for identifying the action from the simulation.156 For the chair examples, the process is even easier:158 1. Align a model of your body to the person in the image.160 2. Generate proprioceptive sensory data from this alignment.162 3. Use the imagined proprioceptive data as a key to lookup related163 sensory experience associated with that particular proproceptive164 feeling.166 4. Retrieve the feeling of your bottom resting on a surface, your167 knees bent, and your leg muscles relaxed.169 5. This sensory information is consistent with your =sitting?=170 sensory predicate, so you (and the entity in the image) must be171 sitting.173 6. There must be a chair-like object since you are sitting.175 Empathy offers yet another alternative to the age-old AI176 representation question: ``What is a chair?'' --- A chair is the177 feeling of sitting!179 One powerful advantage of empathic problem solving is that it180 factors the action recognition problem into two easier problems. To181 use empathy, you need an /aligner/, which takes the video and a182 model of your body, and aligns the model with the video. Then, you183 need a /recognizer/, which uses the aligned model to interpret the184 action. The power in this method lies in the fact that you describe185 all actions form a body-centered viewpoint. You are less tied to186 the particulars of any visual representation of the actions. If you187 teach the system what ``running'' is, and you have a good enough188 aligner, the system will from then on be able to recognize running189 from any point of view, even strange points of view like above or190 underneath the runner. This is in contrast to action recognition191 schemes that try to identify actions using a non-embodied approach.192 If these systems learn about running as viewed from the side, they193 will not automatically be able to recognize running from any other194 viewpoint.196 Another powerful advantage is that using the language of multiple197 body-centered rich senses to describe body-centerd actions offers a198 massive boost in descriptive capability. Consider how difficult it199 would be to compose a set of HOG filters to describe the action of200 a simple worm-creature ``curling'' so that its head touches its201 tail, and then behold the simplicity of describing thus action in a202 language designed for the task (listing \ref{grand-circle-intro}):204 #+caption: Body-centerd actions are best expressed in a body-centered205 #+caption: language. This code detects when the worm has curled into a206 #+caption: full circle. Imagine how you would replicate this functionality207 #+caption: using low-level pixel features such as HOG filters!208 #+name: grand-circle-intro209 #+begin_listing clojure210 #+begin_src clojure211 (defn grand-circle?212 "Does the worm form a majestic circle (one end touching the other)?"213 [experiences]214 (and (curled? experiences)215 (let [worm-touch (:touch (peek experiences))216 tail-touch (worm-touch 0)217 head-touch (worm-touch 4)]218 (and (< 0.2 (contact worm-segment-bottom-tip tail-touch))219 (< 0.2 (contact worm-segment-top-tip head-touch))))))220 #+end_src221 #+end_listing223 ** =EMPATH= regognizes actions using empathy225 First, I built a system for constructing virtual creatures with226 physiologically plausible sensorimotor systems and detailed227 environments. The result is =CORTEX=, which is described in section228 \ref{sec-2}. (=CORTEX= was built to be flexible and useful to other229 AI researchers; it is provided in full with detailed instructions230 on the web [here].)232 Next, I wrote routines which enabled a simple worm-like creature to233 infer the actions of a second worm-like creature, using only its234 own prior sensorimotor experiences and knowledge of the second235 worm's joint positions. This program, =EMPATH=, is described in236 section \ref{sec-3}, and the key results of this experiment are237 summarized below.239 I have built a system that can express the types of recognition240 problems in a form amenable to computation. It is split into241 four parts:243 - Free/Guided Play :: The creature moves around and experiences the244 world through its unique perspective. Many otherwise245 complicated actions are easily described in the language of a246 full suite of body-centered, rich senses. For example,247 drinking is the feeling of water sliding down your throat, and248 cooling your insides. It's often accompanied by bringing your249 hand close to your face, or bringing your face close to water.250 Sitting down is the feeling of bending your knees, activating251 your quadriceps, then feeling a surface with your bottom and252 relaxing your legs. These body-centered action descriptions253 can be either learned or hard coded.254 - Posture Imitation :: When trying to interpret a video or image,255 the creature takes a model of itself and aligns it with256 whatever it sees. This alignment can even cross species, as257 when humans try to align themselves with things like ponies,258 dogs, or other humans with a different body type.259 - Empathy :: The alignment triggers associations with260 sensory data from prior experiences. For example, the261 alignment itself easily maps to proprioceptive data. Any262 sounds or obvious skin contact in the video can to a lesser263 extent trigger previous experience. Segments of previous264 experiences are stitched together to form a coherent and265 complete sensory portrait of the scene.266 - Recognition :: With the scene described in terms of first267 person sensory events, the creature can now run its268 action-identification programs on this synthesized sensory269 data, just as it would if it were actually experiencing the270 scene first-hand. If previous experience has been accurately271 retrieved, and if it is analogous enough to the scene, then272 the creature will correctly identify the action in the scene.275 My program, =EMPATH= uses this empathic problem solving technique276 to interpret the actions of a simple, worm-like creature.278 #+caption: The worm performs many actions during free play such as279 #+caption: curling, wiggling, and resting.280 #+name: worm-intro281 #+ATTR_LaTeX: :width 15cm282 [[./images/worm-intro-white.png]]284 #+caption: =EMPATH= recognized and classified each of these285 #+caption: poses by inferring the complete sensory experience286 #+caption: from proprioceptive data.287 #+name: worm-recognition-intro288 #+ATTR_LaTeX: :width 15cm289 [[./images/worm-poses.png]]291 #+caption: From only \emph{proprioceptive} data, =EMPATH= was able to infer292 #+caption: the complete sensory experience and classify these four poses.293 #+caption: The last image is a composite, depicting the intermediate stages294 #+caption: of \emph{wriggling}.295 #+name: worm-recognition-intro-2296 #+ATTR_LaTeX: :width 15cm297 [[./images/empathy-1.png]]299 Next, I developed an experiment to test the power of =CORTEX='s300 sensorimotor-centered language for solving recognition problems. As301 a proof of concept, I wrote routines which enabled a simple302 worm-like creature to infer the actions of a second worm-like303 creature, using only its own previous sensorimotor experiences and304 knowledge of the second worm's joints (figure305 \ref{worm-recognition-intro-2}). The result of this proof of306 concept was the program =EMPATH=, described in section \ref{sec-3}.308 ** =EMPATH= is built on =CORTEX=, en environment for making creatures.310 # =CORTEX= provides a language for describing the sensorimotor311 # experiences of various creatures.313 I built =CORTEX= to be a general AI research platform for doing314 experiments involving multiple rich senses and a wide variety and315 number of creatures. I intend it to be useful as a library for many316 more projects than just this thesis. =CORTEX= was necessary to meet317 a need among AI researchers at CSAIL and beyond, which is that318 people often will invent neat ideas that are best expressed in the319 language of creatures and senses, but in order to explore those320 ideas they must first build a platform in which they can create321 simulated creatures with rich senses! There are many ideas that322 would be simple to execute (such as =EMPATH=), but attached to them323 is the multi-month effort to make a good creature simulator. Often,324 that initial investment of time proves to be too much, and the325 project must make do with a lesser environment.327 =CORTEX= is well suited as an environment for embodied AI research328 for three reasons:330 - You can create new creatures using Blender, a popular 3D modeling331 program. Each sense can be specified using special blender nodes332 with biologically inspired paramaters. You need not write any333 code to create a creature, and can use a wide library of334 pre-existing blender models as a base for your own creatures.336 - =CORTEX= implements a wide variety of senses: touch,337 proprioception, vision, hearing, and muscle tension. Complicated338 senses like touch, and vision involve multiple sensory elements339 embedded in a 2D surface. You have complete control over the340 distribution of these sensor elements through the use of simple341 png image files. In particular, =CORTEX= implements more342 comprehensive hearing than any other creature simulation system343 available.345 - =CORTEX= supports any number of creatures and any number of346 senses. Time in =CORTEX= dialates so that the simulated creatures347 always precieve a perfectly smooth flow of time, regardless of348 the actual computational load.350 =CORTEX= is built on top of =jMonkeyEngine3=, which is a video game351 engine designed to create cross-platform 3D desktop games. =CORTEX=352 is mainly written in clojure, a dialect of =LISP= that runs on the353 java virtual machine (JVM). The API for creating and simulating354 creatures and senses is entirely expressed in clojure, though many355 senses are implemented at the layer of jMonkeyEngine or below. For356 example, for the sense of hearing I use a layer of clojure code on357 top of a layer of java JNI bindings that drive a layer of =C++=358 code which implements a modified version of =OpenAL= to support359 multiple listeners. =CORTEX= is the only simulation environment360 that I know of that can support multiple entities that can each361 hear the world from their own perspective. Other senses also362 require a small layer of Java code. =CORTEX= also uses =bullet=, a363 physics simulator written in =C=.365 #+caption: Here is the worm from figure \ref{worm-intro} modeled366 #+caption: in Blender, a free 3D-modeling program. Senses and367 #+caption: joints are described using special nodes in Blender.368 #+name: worm-recognition-intro369 #+ATTR_LaTeX: :width 12cm370 [[./images/blender-worm.png]]372 Here are some thing I anticipate that =CORTEX= might be used for:374 - exploring new ideas about sensory integration375 - distributed communication among swarm creatures376 - self-learning using free exploration,377 - evolutionary algorithms involving creature construction378 - exploration of exoitic senses and effectors that are not possible379 in the real world (such as telekenisis or a semantic sense)380 - imagination using subworlds382 During one test with =CORTEX=, I created 3,000 creatures each with383 their own independent senses and ran them all at only 1/80 real384 time. In another test, I created a detailed model of my own hand,385 equipped with a realistic distribution of touch (more sensitive at386 the fingertips), as well as eyes and ears, and it ran at around 1/4387 real time.389 #+BEGIN_LaTeX390 \begin{sidewaysfigure}391 \includegraphics[width=9.5in]{images/full-hand.png}392 \caption{393 I modeled my own right hand in Blender and rigged it with all the394 senses that {\tt CORTEX} supports. My simulated hand has a395 biologically inspired distribution of touch sensors. The senses are396 displayed on the right, and the simulation is displayed on the397 left. Notice that my hand is curling its fingers, that it can see398 its own finger from the eye in its palm, and that it can feel its399 own thumb touching its palm.}400 \end{sidewaysfigure}401 #+END_LaTeX403 ** Contributions405 - I built =CORTEX=, a comprehensive platform for embodied AI406 experiments. =CORTEX= supports many features lacking in other407 systems, such proper simulation of hearing. It is easy to create408 new =CORTEX= creatures using Blender, a free 3D modeling program.410 - I built =EMPATH=, which uses =CORTEX= to identify the actions of411 a worm-like creature using a computational model of empathy.413 - After one-shot supervised training, =EMPATH= was able recognize a414 wide variety of static poses and dynamic actions---ranging from415 curling in a circle to wriggling with a particular frequency ---416 with 95\% accuracy.418 - These results were completely independent of viewing angle419 because the underlying body-centered language fundamentally is420 independent; once an action is learned, it can be recognized421 equally well from any viewing angle.423 - =EMPATH= is surprisingly short; the sensorimotor-centered424 language provided by =CORTEX= resulted in extremely economical425 recognition routines --- about 500 lines in all --- suggesting426 that such representations are very powerful, and often427 indispensible for the types of recognition tasks considered here.429 - Although for expediency's sake, I relied on direct knowledge of430 joint positions in this proof of concept, it would be431 straightforward to extend =EMPATH= so that it (more432 realistically) infers joint positions from its visual data.434 * Designing =CORTEX=436 In this section, I outline the design decisions that went into437 making =CORTEX=, along with some details about its implementation.438 (A practical guide to getting started with =CORTEX=, which skips439 over the history and implementation details presented here, is440 provided in an appendix at the end of this thesis.)442 Throughout this project, I intended for =CORTEX= to be flexible and443 extensible enough to be useful for other researchers who want to444 test out ideas of their own. To this end, wherver I have had to make445 archetictural choices about =CORTEX=, I have chosen to give as much446 freedom to the user as possible, so that =CORTEX= may be used for447 things I have not forseen.449 ** Building in simulation versus reality450 The most important archetictural decision of all is the choice to451 use a computer-simulated environemnt in the first place! The world452 is a vast and rich place, and for now simulations are a very poor453 reflection of its complexity. It may be that there is a significant454 qualatative difference between dealing with senses in the real455 world and dealing with pale facilimilies of them in a simulation456 \cite{brooks-representation}. What are the advantages and457 disadvantages of a simulation vs. reality?459 *** Simulation461 The advantages of virtual reality are that when everything is a462 simulation, experiments in that simulation are absolutely463 reproducible. It's also easier to change the character and world464 to explore new situations and different sensory combinations.466 If the world is to be simulated on a computer, then not only do467 you have to worry about whether the character's senses are rich468 enough to learn from the world, but whether the world itself is469 rendered with enough detail and realism to give enough working470 material to the character's senses. To name just a few471 difficulties facing modern physics simulators: destructibility of472 the environment, simulation of water/other fluids, large areas,473 nonrigid bodies, lots of objects, smoke. I don't know of any474 computer simulation that would allow a character to take a rock475 and grind it into fine dust, then use that dust to make a clay476 sculpture, at least not without spending years calculating the477 interactions of every single small grain of dust. Maybe a478 simulated world with today's limitations doesn't provide enough479 richness for real intelligence to evolve.481 *** Reality483 The other approach for playing with senses is to hook your484 software up to real cameras, microphones, robots, etc., and let it485 loose in the real world. This has the advantage of eliminating486 concerns about simulating the world at the expense of increasing487 the complexity of implementing the senses. Instead of just488 grabbing the current rendered frame for processing, you have to489 use an actual camera with real lenses and interact with photons to490 get an image. It is much harder to change the character, which is491 now partly a physical robot of some sort, since doing so involves492 changing things around in the real world instead of modifying493 lines of code. While the real world is very rich and definitely494 provides enough stimulation for intelligence to develop as495 evidenced by our own existence, it is also uncontrollable in the496 sense that a particular situation cannot be recreated perfectly or497 saved for later use. It is harder to conduct science because it is498 harder to repeat an experiment. The worst thing about using the499 real world instead of a simulation is the matter of time. Instead500 of simulated time you get the constant and unstoppable flow of501 real time. This severely limits the sorts of software you can use502 to program the AI because all sense inputs must be handled in real503 time. Complicated ideas may have to be implemented in hardware or504 may simply be impossible given the current speed of our505 processors. Contrast this with a simulation, in which the flow of506 time in the simulated world can be slowed down to accommodate the507 limitations of the character's programming. In terms of cost,508 doing everything in software is far cheaper than building custom509 real-time hardware. All you need is a laptop and some patience.511 ** Simulated time enables rapid prototyping \& simple programs513 I envision =CORTEX= being used to support rapid prototyping and514 iteration of ideas. Even if I could put together a well constructed515 kit for creating robots, it would still not be enough because of516 the scourge of real-time processing. Anyone who wants to test their517 ideas in the real world must always worry about getting their518 algorithms to run fast enough to process information in real time.519 The need for real time processing only increases if multiple senses520 are involved. In the extreme case, even simple algorithms will have521 to be accelerated by ASIC chips or FPGAs, turning what would522 otherwise be a few lines of code and a 10x speed penality into a523 multi-month ordeal. For this reason, =CORTEX= supports524 /time-dialiation/, which scales back the framerate of the525 simulation in proportion to the amount of processing each frame.526 From the perspective of the creatures inside the simulation, time527 always appears to flow at a constant rate, regardless of how528 complicated the envorimnent becomes or how many creatures are in529 the simulation. The cost is that =CORTEX= can sometimes run slower530 than real time. This can also be an advantage, however ---531 simulations of very simple creatures in =CORTEX= generally run at532 40x on my machine!534 ** All sense organs are two-dimensional surfaces536 If =CORTEX= is to support a wide variety of senses, it would help537 to have a better understanding of what a ``sense'' actually is!538 While vision, touch, and hearing all seem like they are quite539 different things, I was supprised to learn during the course of540 this thesis that they (and all physical senses) can be expressed as541 exactly the same mathematical object due to a dimensional argument!543 Human beings are three-dimensional objects, and the nerves that544 transmit data from our various sense organs to our brain are545 essentially one-dimensional. This leaves up to two dimensions in546 which our sensory information may flow. For example, imagine your547 skin: it is a two-dimensional surface around a three-dimensional548 object (your body). It has discrete touch sensors embedded at549 various points, and the density of these sensors corresponds to the550 sensitivity of that region of skin. Each touch sensor connects to a551 nerve, all of which eventually are bundled together as they travel552 up the spinal cord to the brain. Intersect the spinal nerves with a553 guillotining plane and you will see all of the sensory data of the554 skin revealed in a roughly circular two-dimensional image which is555 the cross section of the spinal cord. Points on this image that are556 close together in this circle represent touch sensors that are557 /probably/ close together on the skin, although there is of course558 some cutting and rearrangement that has to be done to transfer the559 complicated surface of the skin onto a two dimensional image.561 Most human senses consist of many discrete sensors of various562 properties distributed along a surface at various densities. For563 skin, it is Pacinian corpuscles, Meissner's corpuscles, Merkel's564 disks, and Ruffini's endings, which detect pressure and vibration565 of various intensities. For ears, it is the stereocilia distributed566 along the basilar membrane inside the cochlea; each one is567 sensitive to a slightly different frequency of sound. For eyes, it568 is rods and cones distributed along the surface of the retina. In569 each case, we can describe the sense with a surface and a570 distribution of sensors along that surface.572 The neat idea is that every human sense can be effectively573 described in terms of a surface containing embedded sensors. If the574 sense had any more dimensions, then there wouldn't be enough room575 in the spinal chord to transmit the information!577 Therefore, =CORTEX= must support the ability to create objects and578 then be able to ``paint'' points along their surfaces to describe579 each sense.581 Fortunately this idea is already a well known computer graphics582 technique called called /UV-mapping/. The three-dimensional surface583 of a model is cut and smooshed until it fits on a two-dimensional584 image. You paint whatever you want on that image, and when the585 three-dimensional shape is rendered in a game the smooshing and586 cutting is reversed and the image appears on the three-dimensional587 object.589 To make a sense, interpret the UV-image as describing the590 distribution of that senses sensors. To get different types of591 sensors, you can either use a different color for each type of592 sensor, or use multiple UV-maps, each labeled with that sensor593 type. I generally use a white pixel to mean the presence of a594 sensor and a black pixel to mean the absence of a sensor, and use595 one UV-map for each sensor-type within a given sense.597 #+CAPTION: The UV-map for an elongated icososphere. The white598 #+caption: dots each represent a touch sensor. They are dense599 #+caption: in the regions that describe the tip of the finger,600 #+caption: and less dense along the dorsal side of the finger601 #+caption: opposite the tip.602 #+name: finger-UV603 #+ATTR_latex: :width 10cm604 [[./images/finger-UV.png]]606 #+caption: Ventral side of the UV-mapped finger. Notice the607 #+caption: density of touch sensors at the tip.608 #+name: finger-side-view609 #+ATTR_LaTeX: :width 10cm610 [[./images/finger-1.png]]612 ** Video game engines provide ready-made physics and shading614 I did not need to write my own physics simulation code or shader to615 build =CORTEX=. Doing so would lead to a system that is impossible616 for anyone but myself to use anyway. Instead, I use a video game617 engine as a base and modify it to accomodate the additional needs618 of =CORTEX=. Video game engines are an ideal starting point to619 build =CORTEX=, because they are not far from being creature620 building systems themselves.622 First off, general purpose video game engines come with a physics623 engine and lighting / sound system. The physics system provides624 tools that can be co-opted to serve as touch, proprioception, and625 muscles. Since some games support split screen views, a good video626 game engine will allow you to efficiently create multiple cameras627 in the simulated world that can be used as eyes. Video game systems628 offer integrated asset management for things like textures and629 creatures models, providing an avenue for defining creatures. They630 also understand UV-mapping, since this technique is used to apply a631 texture to a model. Finally, because video game engines support a632 large number of users, as long as =CORTEX= doesn't stray too far633 from the base system, other researchers can turn to this community634 for help when doing their research.636 ** =CORTEX= is based on jMonkeyEngine3638 While preparing to build =CORTEX= I studied several video game639 engines to see which would best serve as a base. The top contenders640 were:642 - [[http://www.idsoftware.com][Quake II]]/[[http://www.bytonic.de/html/jake2.html][Jake2]] :: The Quake II engine was designed by ID643 software in 1997. All the source code was released by ID644 software into the Public Domain several years ago, and as a645 result it has been ported to many different languages. This646 engine was famous for its advanced use of realistic shading647 and had decent and fast physics simulation. The main advantage648 of the Quake II engine is its simplicity, but I ultimately649 rejected it because the engine is too tied to the concept of a650 first-person shooter game. One of the problems I had was that651 there does not seem to be any easy way to attach multiple652 cameras to a single character. There are also several physics653 clipping issues that are corrected in a way that only applies654 to the main character and do not apply to arbitrary objects.656 - [[http://source.valvesoftware.com/][Source Engine]] :: The Source Engine evolved from the Quake II657 and Quake I engines and is used by Valve in the Half-Life658 series of games. The physics simulation in the Source Engine659 is quite accurate and probably the best out of all the engines660 I investigated. There is also an extensive community actively661 working with the engine. However, applications that use the662 Source Engine must be written in C++, the code is not open, it663 only runs on Windows, and the tools that come with the SDK to664 handle models and textures are complicated and awkward to use.666 - [[http://jmonkeyengine.com/][jMonkeyEngine3]] :: jMonkeyEngine3 is a new library for creating667 games in Java. It uses OpenGL to render to the screen and uses668 screengraphs to avoid drawing things that do not appear on the669 screen. It has an active community and several games in the670 pipeline. The engine was not built to serve any particular671 game but is instead meant to be used for any 3D game.673 I chose jMonkeyEngine3 because it because it had the most features674 out of all the free projects I looked at, and because I could then675 write my code in clojure, an implementation of =LISP= that runs on676 the JVM.678 ** =CORTEX= uses Blender to create creature models680 For the simple worm-like creatures I will use later on in this681 thesis, I could define a simple API in =CORTEX= that would allow682 one to create boxes, spheres, etc., and leave that API as the sole683 way to create creatures. However, for =CORTEX= to truly be useful684 for other projects, it needs a way to construct complicated685 creatures. If possible, it would be nice to leverage work that has686 already been done by the community of 3D modelers, or at least687 enable people who are talented at moedling but not programming to688 design =CORTEX= creatures.690 Therefore, I use Blender, a free 3D modeling program, as the main691 way to create creatures in =CORTEX=. However, the creatures modeled692 in Blender must also be simple to simulate in jMonkeyEngine3's game693 engine, and must also be easy to rig with =CORTEX='s senses. I694 accomplish this with extensive use of Blender's ``empty nodes.''696 Empty nodes have no mass, physical presence, or appearance, but697 they can hold metadata and have names. I use a tree structure of698 empty nodes to specify senses in the following manner:700 - Create a single top-level empty node whose name is the name of701 the sense.702 - Add empty nodes which each contain meta-data relevant to the703 sense, including a UV-map describing the number/distribution of704 sensors if applicable.705 - Make each empty-node the child of the top-level node.707 #+caption: An example of annoting a creature model with empty708 #+caption: nodes to describe the layout of senses. There are709 #+caption: multiple empty nodes which each describe the position710 #+caption: of muscles, ears, eyes, or joints.711 #+name: sense-nodes712 #+ATTR_LaTeX: :width 10cm713 [[./images/empty-sense-nodes.png]]715 ** Bodies are composed of segments connected by joints717 Blender is a general purpose animation tool, which has been used in718 the past to create high quality movies such as Sintel719 \cite{blender}. Though Blender can model and render even complicated720 things like water, it is crucual to keep models that are meant to721 be simulated as creatures simple. =Bullet=, which =CORTEX= uses722 though jMonkeyEngine3, is a rigid-body physics system. This offers723 a compromise between the expressiveness of a game level and the724 speed at which it can be simulated, and it means that creatures725 should be naturally expressed as rigid components held together by726 joint constraints.728 But humans are more like a squishy bag with wrapped around some729 hard bones which define the overall shape. When we move, our skin730 bends and stretches to accomodate the new positions of our bones.732 One way to make bodies composed of rigid pieces connected by joints733 /seem/ more human-like is to use an /armature/, (or /rigging/)734 system, which defines a overall ``body mesh'' and defines how the735 mesh deforms as a function of the position of each ``bone'' which736 is a standard rigid body. This technique is used extensively to737 model humans and create realistic animations. It is not a good738 technique for physical simulation, however because it creates a lie739 -- the skin is not a physical part of the simulation and does not740 interact with any objects in the world or itself. Objects will pass741 right though the skin until they come in contact with the742 underlying bone, which is a physical object. Whithout simulating743 the skin, the sense of touch has little meaning, and the creature's744 own vision will lie to it about the true extent of its body.745 Simulating the skin as a physical object requires some way to746 continuously update the physical model of the skin along with the747 movement of the bones, which is unacceptably slow compared to rigid748 body simulation.750 Therefore, instead of using the human-like ``deformable bag of751 bones'' approach, I decided to base my body plans on multiple solid752 objects that are connected by joints, inspired by the robot =EVE=753 from the movie WALL-E.755 #+caption: =EVE= from the movie WALL-E. This body plan turns756 #+caption: out to be much better suited to my purposes than a more757 #+caption: human-like one.758 #+ATTR_LaTeX: :width 10cm759 [[./images/Eve.jpg]]761 =EVE='s body is composed of several rigid components that are held762 together by invisible joint constraints. This is what I mean by763 ``eve-like''. The main reason that I use eve-style bodies is for764 efficiency, and so that there will be correspondence between the765 AI's semses and the physical presence of its body. Each individual766 section is simulated by a separate rigid body that corresponds767 exactly with its visual representation and does not change.768 Sections are connected by invisible joints that are well supported769 in jMonkeyEngine3. Bullet, the physics backend for jMonkeyEngine3,770 can efficiently simulate hundreds of rigid bodies connected by771 joints. Just because sections are rigid does not mean they have to772 stay as one piece forever; they can be dynamically replaced with773 multiple sections to simulate splitting in two. This could be used774 to simulate retractable claws or =EVE='s hands, which are able to775 coalesce into one object in the movie.777 *** Solidifying/Connecting a body779 =CORTEX= creates a creature in two steps: first, it traverses the780 nodes in the blender file and creates physical representations for781 any of them that have mass defined in their blender meta-data.783 #+caption: Program for iterating through the nodes in a blender file784 #+caption: and generating physical jMonkeyEngine3 objects with mass785 #+caption: and a matching physics shape.786 #+name: name787 #+begin_listing clojure788 #+begin_src clojure789 (defn physical!790 "Iterate through the nodes in creature and make them real physical791 objects in the simulation."792 [#^Node creature]793 (dorun794 (map795 (fn [geom]796 (let [physics-control797 (RigidBodyControl.798 (HullCollisionShape.799 (.getMesh geom))800 (if-let [mass (meta-data geom "mass")]801 (float mass) (float 1)))]802 (.addControl geom physics-control)))803 (filter #(isa? (class %) Geometry )804 (node-seq creature)))))805 #+end_src806 #+end_listing808 The next step to making a proper body is to connect those pieces809 together with joints. jMonkeyEngine has a large array of joints810 available via =bullet=, such as Point2Point, Cone, Hinge, and a811 generic Six Degree of Freedom joint, with or without spring812 restitution.814 Joints are treated a lot like proper senses, in that there is a815 top-level empty node named ``joints'' whose children each816 represent a joint.818 #+caption: View of the hand model in Blender showing the main ``joints''819 #+caption: node (highlighted in yellow) and its children which each820 #+caption: represent a joint in the hand. Each joint node has metadata821 #+caption: specifying what sort of joint it is.822 #+name: blender-hand823 #+ATTR_LaTeX: :width 10cm824 [[./images/hand-screenshot1.png]]827 =CORTEX='s procedure for binding the creature together with joints828 is as follows:830 - Find the children of the ``joints'' node.831 - Determine the two spatials the joint is meant to connect.832 - Create the joint based on the meta-data of the empty node.834 The higher order function =sense-nodes= from =cortex.sense=835 simplifies finding the joints based on their parent ``joints''836 node.838 #+caption: Retrieving the children empty nodes from a single839 #+caption: named empty node is a common pattern in =CORTEX=840 #+caption: further instances of this technique for the senses841 #+caption: will be omitted842 #+name: get-empty-nodes843 #+begin_listing clojure844 #+begin_src clojure845 (defn sense-nodes846 "For some senses there is a special empty blender node whose847 children are considered markers for an instance of that sense. This848 function generates functions to find those children, given the name849 of the special parent node."850 [parent-name]851 (fn [#^Node creature]852 (if-let [sense-node (.getChild creature parent-name)]853 (seq (.getChildren sense-node)) [])))855 (def856 ^{:doc "Return the children of the creature's \"joints\" node."857 :arglists '([creature])}858 joints859 (sense-nodes "joints"))860 #+end_src861 #+end_listing863 To find a joint's targets, =CORTEX= creates a small cube, centered864 around the empty-node, and grows the cube exponentially until it865 intersects two physical objects. The objects are ordered according866 to the joint's rotation, with the first one being the object that867 has more negative coordinates in the joint's reference frame.868 Since the objects must be physical, the empty-node itself escapes869 detection. Because the objects must be physical, =joint-targets=870 must be called /after/ =physical!= is called.872 #+caption: Program to find the targets of a joint node by873 #+caption: exponentiallly growth of a search cube.874 #+name: joint-targets875 #+begin_listing clojure876 #+begin_src clojure877 (defn joint-targets878 "Return the two closest two objects to the joint object, ordered879 from bottom to top according to the joint's rotation."880 [#^Node parts #^Node joint]881 (loop [radius (float 0.01)]882 (let [results (CollisionResults.)]883 (.collideWith884 parts885 (BoundingBox. (.getWorldTranslation joint)886 radius radius radius) results)887 (let [targets888 (distinct889 (map #(.getGeometry %) results))]890 (if (>= (count targets) 2)891 (sort-by892 #(let [joint-ref-frame-position893 (jme-to-blender894 (.mult895 (.inverse (.getWorldRotation joint))896 (.subtract (.getWorldTranslation %)897 (.getWorldTranslation joint))))]898 (.dot (Vector3f. 1 1 1) joint-ref-frame-position))899 (take 2 targets))900 (recur (float (* radius 2))))))))901 #+end_src902 #+end_listing904 Once =CORTEX= finds all joints and targets, it creates them using905 a dispatch on the metadata of each joint node.907 #+caption: Program to dispatch on blender metadata and create joints908 #+caption: sutiable for physical simulation.909 #+name: joint-dispatch910 #+begin_listing clojure911 #+begin_src clojure912 (defmulti joint-dispatch913 "Translate blender pseudo-joints into real JME joints."914 (fn [constraints & _]915 (:type constraints)))917 (defmethod joint-dispatch :point918 [constraints control-a control-b pivot-a pivot-b rotation]919 (doto (SixDofJoint. control-a control-b pivot-a pivot-b false)920 (.setLinearLowerLimit Vector3f/ZERO)921 (.setLinearUpperLimit Vector3f/ZERO)))923 (defmethod joint-dispatch :hinge924 [constraints control-a control-b pivot-a pivot-b rotation]925 (let [axis (if-let [axis (:axis constraints)] axis Vector3f/UNIT_X)926 [limit-1 limit-2] (:limit constraints)927 hinge-axis (.mult rotation (blender-to-jme axis))]928 (doto (HingeJoint. control-a control-b pivot-a pivot-b929 hinge-axis hinge-axis)930 (.setLimit limit-1 limit-2))))932 (defmethod joint-dispatch :cone933 [constraints control-a control-b pivot-a pivot-b rotation]934 (let [limit-xz (:limit-xz constraints)935 limit-xy (:limit-xy constraints)936 twist (:twist constraints)]937 (doto (ConeJoint. control-a control-b pivot-a pivot-b938 rotation rotation)939 (.setLimit (float limit-xz) (float limit-xy)940 (float twist)))))941 #+end_src942 #+end_listing944 All that is left for joints it to combine the above pieces into a945 something that can operate on the collection of nodes that a946 blender file represents.948 #+caption: Program to completely create a joint given information949 #+caption: from a blender file.950 #+name: connect951 #+begin_listing clojure952 #+begin_src clojure953 (defn connect954 "Create a joint between 'obj-a and 'obj-b at the location of955 'joint. The type of joint is determined by the metadata on 'joint.957 Here are some examples:958 {:type :point}959 {:type :hinge :limit [0 (/ Math/PI 2)] :axis (Vector3f. 0 1 0)}960 (:axis defaults to (Vector3f. 1 0 0) if not provided for hinge joints)962 {:type :cone :limit-xz 0]963 :limit-xy 0]964 :twist 0]} (use XZY rotation mode in blender!)"965 [#^Node obj-a #^Node obj-b #^Node joint]966 (let [control-a (.getControl obj-a RigidBodyControl)967 control-b (.getControl obj-b RigidBodyControl)968 joint-center (.getWorldTranslation joint)969 joint-rotation (.toRotationMatrix (.getWorldRotation joint))970 pivot-a (world-to-local obj-a joint-center)971 pivot-b (world-to-local obj-b joint-center)]972 (if-let973 [constraints (map-vals eval (read-string (meta-data joint "joint")))]974 ;; A side-effect of creating a joint registers975 ;; it with both physics objects which in turn976 ;; will register the joint with the physics system977 ;; when the simulation is started.978 (joint-dispatch constraints979 control-a control-b980 pivot-a pivot-b981 joint-rotation))))982 #+end_src983 #+end_listing985 In general, whenever =CORTEX= exposes a sense (or in this case986 physicality), it provides a function of the type =sense!=, which987 takes in a collection of nodes and augments it to support that988 sense. The function returns any controlls necessary to use that989 sense. In this case =body!= cerates a physical body and returns no990 control functions.992 #+caption: Program to give joints to a creature.993 #+name: name994 #+begin_listing clojure995 #+begin_src clojure996 (defn joints!997 "Connect the solid parts of the creature with physical joints. The998 joints are taken from the \"joints\" node in the creature."999 [#^Node creature]1000 (dorun1001 (map1002 (fn [joint]1003 (let [[obj-a obj-b] (joint-targets creature joint)]1004 (connect obj-a obj-b joint)))1005 (joints creature))))1006 (defn body!1007 "Endow the creature with a physical body connected with joints. The1008 particulars of the joints and the masses of each body part are1009 determined in blender."1010 [#^Node creature]1011 (physical! creature)1012 (joints! creature))1013 #+end_src1014 #+end_listing1016 All of the code you have just seen amounts to only 130 lines, yet1017 because it builds on top of Blender and jMonkeyEngine3, those few1018 lines pack quite a punch!1020 The hand from figure \ref{blender-hand}, which was modeled after1021 my own right hand, can now be given joints and simulated as a1022 creature.1024 #+caption: With the ability to create physical creatures from blender,1025 #+caption: =CORTEX= gets one step closer to becomming a full creature1026 #+caption: simulation environment.1027 #+name: name1028 #+ATTR_LaTeX: :width 15cm1029 [[./images/physical-hand.png]]1031 ** Sight reuses standard video game components...1033 Vision is one of the most important senses for humans, so I need to1034 build a simulated sense of vision for my AI. I will do this with1035 simulated eyes. Each eye can be independently moved and should see1036 its own version of the world depending on where it is.1038 Making these simulated eyes a reality is simple because1039 jMonkeyEngine already contains extensive support for multiple views1040 of the same 3D simulated world. The reason jMonkeyEngine has this1041 support is because the support is necessary to create games with1042 split-screen views. Multiple views are also used to create1043 efficient pseudo-reflections by rendering the scene from a certain1044 perspective and then projecting it back onto a surface in the 3D1045 world.1047 #+caption: jMonkeyEngine supports multiple views to enable1048 #+caption: split-screen games, like GoldenEye, which was one of1049 #+caption: the first games to use split-screen views.1050 #+name: name1051 #+ATTR_LaTeX: :width 10cm1052 [[./images/goldeneye-4-player.png]]1054 *** A Brief Description of jMonkeyEngine's Rendering Pipeline1056 jMonkeyEngine allows you to create a =ViewPort=, which represents a1057 view of the simulated world. You can create as many of these as you1058 want. Every frame, the =RenderManager= iterates through each1059 =ViewPort=, rendering the scene in the GPU. For each =ViewPort= there1060 is a =FrameBuffer= which represents the rendered image in the GPU.1062 #+caption: =ViewPorts= are cameras in the world. During each frame,1063 #+caption: the =RenderManager= records a snapshot of what each view1064 #+caption: is currently seeing; these snapshots are =FrameBuffer= objects.1065 #+name: rendermanagers1066 #+ATTR_LaTeX: :width 10cm1067 [[./images/diagram_rendermanager2.png]]1069 Each =ViewPort= can have any number of attached =SceneProcessor=1070 objects, which are called every time a new frame is rendered. A1071 =SceneProcessor= receives its =ViewPort's= =FrameBuffer= and can do1072 whatever it wants to the data. Often this consists of invoking GPU1073 specific operations on the rendered image. The =SceneProcessor= can1074 also copy the GPU image data to RAM and process it with the CPU.1076 *** Appropriating Views for Vision1078 Each eye in the simulated creature needs its own =ViewPort= so1079 that it can see the world from its own perspective. To this1080 =ViewPort=, I add a =SceneProcessor= that feeds the visual data to1081 any arbitrary continuation function for further processing. That1082 continuation function may perform both CPU and GPU operations on1083 the data. To make this easy for the continuation function, the1084 =SceneProcessor= maintains appropriately sized buffers in RAM to1085 hold the data. It does not do any copying from the GPU to the CPU1086 itself because it is a slow operation.1088 #+caption: Function to make the rendered secne in jMonkeyEngine1089 #+caption: available for further processing.1090 #+name: pipeline-11091 #+begin_listing clojure1092 #+begin_src clojure1093 (defn vision-pipeline1094 "Create a SceneProcessor object which wraps a vision processing1095 continuation function. The continuation is a function that takes1096 [#^Renderer r #^FrameBuffer fb #^ByteBuffer b #^BufferedImage bi],1097 each of which has already been appropriately sized."1098 [continuation]1099 (let [byte-buffer (atom nil)1100 renderer (atom nil)1101 image (atom nil)]1102 (proxy [SceneProcessor] []1103 (initialize1104 [renderManager viewPort]1105 (let [cam (.getCamera viewPort)1106 width (.getWidth cam)1107 height (.getHeight cam)]1108 (reset! renderer (.getRenderer renderManager))1109 (reset! byte-buffer1110 (BufferUtils/createByteBuffer1111 (* width height 4)))1112 (reset! image (BufferedImage.1113 width height1114 BufferedImage/TYPE_4BYTE_ABGR))))1115 (isInitialized [] (not (nil? @byte-buffer)))1116 (reshape [_ _ _])1117 (preFrame [_])1118 (postQueue [_])1119 (postFrame1120 [#^FrameBuffer fb]1121 (.clear @byte-buffer)1122 (continuation @renderer fb @byte-buffer @image))1123 (cleanup []))))1124 #+end_src1125 #+end_listing1127 The continuation function given to =vision-pipeline= above will be1128 given a =Renderer= and three containers for image data. The1129 =FrameBuffer= references the GPU image data, but the pixel data1130 can not be used directly on the CPU. The =ByteBuffer= and1131 =BufferedImage= are initially "empty" but are sized to hold the1132 data in the =FrameBuffer=. I call transferring the GPU image data1133 to the CPU structures "mixing" the image data.1135 *** Optical sensor arrays are described with images and referenced with metadata1137 The vision pipeline described above handles the flow of rendered1138 images. Now, =CORTEX= needs simulated eyes to serve as the source1139 of these images.1141 An eye is described in blender in the same way as a joint. They1142 are zero dimensional empty objects with no geometry whose local1143 coordinate system determines the orientation of the resulting eye.1144 All eyes are children of a parent node named "eyes" just as all1145 joints have a parent named "joints". An eye binds to the nearest1146 physical object with =bind-sense=.1148 #+caption: Here, the camera is created based on metadata on the1149 #+caption: eye-node and attached to the nearest physical object1150 #+caption: with =bind-sense=1151 #+name: add-eye1152 #+begin_listing clojure1153 (defn add-eye!1154 "Create a Camera centered on the current position of 'eye which1155 follows the closest physical node in 'creature. The camera will1156 point in the X direction and use the Z vector as up as determined1157 by the rotation of these vectors in blender coordinate space. Use1158 XZY rotation for the node in blender."1159 [#^Node creature #^Spatial eye]1160 (let [target (closest-node creature eye)1161 [cam-width cam-height]1162 ;;[640 480] ;; graphics card on laptop doesn't support1163 ;; arbitray dimensions.1164 (eye-dimensions eye)1165 cam (Camera. cam-width cam-height)1166 rot (.getWorldRotation eye)]1167 (.setLocation cam (.getWorldTranslation eye))1168 (.lookAtDirection1169 cam ; this part is not a mistake and1170 (.mult rot Vector3f/UNIT_X) ; is consistent with using Z in1171 (.mult rot Vector3f/UNIT_Y)) ; blender as the UP vector.1172 (.setFrustumPerspective1173 cam (float 45)1174 (float (/ (.getWidth cam) (.getHeight cam)))1175 (float 1)1176 (float 1000))1177 (bind-sense target cam) cam))1178 #+end_listing1180 *** Simulated Retina1182 An eye is a surface (the retina) which contains many discrete1183 sensors to detect light. These sensors can have different1184 light-sensing properties. In humans, each discrete sensor is1185 sensitive to red, blue, green, or gray. These different types of1186 sensors can have different spatial distributions along the retina.1187 In humans, there is a fovea in the center of the retina which has1188 a very high density of color sensors, and a blind spot which has1189 no sensors at all. Sensor density decreases in proportion to1190 distance from the fovea.1192 I want to be able to model any retinal configuration, so my1193 eye-nodes in blender contain metadata pointing to images that1194 describe the precise position of the individual sensors using1195 white pixels. The meta-data also describes the precise sensitivity1196 to light that the sensors described in the image have. An eye can1197 contain any number of these images. For example, the metadata for1198 an eye might look like this:1200 #+begin_src clojure1201 {0xFF0000 "Models/test-creature/retina-small.png"}1202 #+end_src1204 #+caption: An example retinal profile image. White pixels are1205 #+caption: photo-sensitive elements. The distribution of white1206 #+caption: pixels is denser in the middle and falls off at the1207 #+caption: edges and is inspired by the human retina.1208 #+name: retina1209 #+ATTR_LaTeX: :width 7cm1210 [[./images/retina-small.png]]1212 Together, the number 0xFF0000 and the image image above describe1213 the placement of red-sensitive sensory elements.1215 Meta-data to very crudely approximate a human eye might be1216 something like this:1218 #+begin_src clojure1219 (let [retinal-profile "Models/test-creature/retina-small.png"]1220 {0xFF0000 retinal-profile1221 0x00FF00 retinal-profile1222 0x0000FF retinal-profile1223 0xFFFFFF retinal-profile})1224 #+end_src1226 The numbers that serve as keys in the map determine a sensor's1227 relative sensitivity to the channels red, green, and blue. These1228 sensitivity values are packed into an integer in the order1229 =|_|R|G|B|= in 8-bit fields. The RGB values of a pixel in the1230 image are added together with these sensitivities as linear1231 weights. Therefore, 0xFF0000 means sensitive to red only while1232 0xFFFFFF means sensitive to all colors equally (gray).1234 #+caption: This is the core of vision in =CORTEX=. A given eye node1235 #+caption: is converted into a function that returns visual1236 #+caption: information from the simulation.1237 #+name: vision-kernel1238 #+begin_listing clojure1239 #+BEGIN_SRC clojure1240 (defn vision-kernel1241 "Returns a list of functions, each of which will return a color1242 channel's worth of visual information when called inside a running1243 simulation."1244 [#^Node creature #^Spatial eye & {skip :skip :or {skip 0}}]1245 (let [retinal-map (retina-sensor-profile eye)1246 camera (add-eye! creature eye)1247 vision-image1248 (atom1249 (BufferedImage. (.getWidth camera)1250 (.getHeight camera)1251 BufferedImage/TYPE_BYTE_BINARY))1252 register-eye!1253 (runonce1254 (fn [world]1255 (add-camera!1256 world camera1257 (let [counter (atom 0)]1258 (fn [r fb bb bi]1259 (if (zero? (rem (swap! counter inc) (inc skip)))1260 (reset! vision-image1261 (BufferedImage! r fb bb bi))))))))]1262 (vec1263 (map1264 (fn [[key image]]1265 (let [whites (white-coordinates image)1266 topology (vec (collapse whites))1267 sensitivity (sensitivity-presets key key)]1268 (attached-viewport.1269 (fn [world]1270 (register-eye! world)1271 (vector1272 topology1273 (vec1274 (for [[x y] whites]1275 (pixel-sense1276 sensitivity1277 (.getRGB @vision-image x y))))))1278 register-eye!)))1279 retinal-map))))1280 #+END_SRC1281 #+end_listing1283 Note that since each of the functions generated by =vision-kernel=1284 shares the same =register-eye!= function, the eye will be1285 registered only once the first time any of the functions from the1286 list returned by =vision-kernel= is called. Each of the functions1287 returned by =vision-kernel= also allows access to the =Viewport=1288 through which it receives images.1290 All the hard work has been done; all that remains is to apply1291 =vision-kernel= to each eye in the creature and gather the results1292 into one list of functions.1295 #+caption: With =vision!=, =CORTEX= is already a fine simulation1296 #+caption: environment for experimenting with different types of1297 #+caption: eyes.1298 #+name: vision!1299 #+begin_listing clojure1300 #+BEGIN_SRC clojure1301 (defn vision!1302 "Returns a list of functions, each of which returns visual sensory1303 data when called inside a running simulation."1304 [#^Node creature & {skip :skip :or {skip 0}}]1305 (reduce1306 concat1307 (for [eye (eyes creature)]1308 (vision-kernel creature eye))))1309 #+END_SRC1310 #+end_listing1312 #+caption: Simulated vision with a test creature and the1313 #+caption: human-like eye approximation. Notice how each channel1314 #+caption: of the eye responds differently to the differently1315 #+caption: colored balls.1316 #+name: worm-vision-test.1317 #+ATTR_LaTeX: :width 13cm1318 [[./images/worm-vision.png]]1320 The vision code is not much more complicated than the body code,1321 and enables multiple further paths for simulated vision. For1322 example, it is quite easy to create bifocal vision -- you just1323 make two eyes next to each other in blender! It is also possible1324 to encode vision transforms in the retinal files. For example, the1325 human like retina file in figure \ref{retina} approximates a1326 log-polar transform.1328 This vision code has already been absorbed by the jMonkeyEngine1329 community and is now (in modified form) part of a system for1330 capturing in-game video to a file.1332 ** ...but hearing must be built from scratch1334 At the end of this section I will have simulated ears that work the1335 same way as the simulated eyes in the last section. I will be able to1336 place any number of ear-nodes in a blender file, and they will bind to1337 the closest physical object and follow it as it moves around. Each ear1338 will provide access to the sound data it picks up between every frame.1340 Hearing is one of the more difficult senses to simulate, because there1341 is less support for obtaining the actual sound data that is processed1342 by jMonkeyEngine3. There is no "split-screen" support for rendering1343 sound from different points of view, and there is no way to directly1344 access the rendered sound data.1346 =CORTEX='s hearing is unique because it does not have any1347 limitations compared to other simulation environments. As far as I1348 know, there is no other system that supports multiple listerers,1349 and the sound demo at the end of this section is the first time1350 it's been done in a video game environment.1352 *** Brief Description of jMonkeyEngine's Sound System1354 jMonkeyEngine's sound system works as follows:1356 - jMonkeyEngine uses the =AppSettings= for the particular1357 application to determine what sort of =AudioRenderer= should be1358 used.1359 - Although some support is provided for multiple AudioRendering1360 backends, jMonkeyEngine at the time of this writing will either1361 pick no =AudioRenderer= at all, or the =LwjglAudioRenderer=.1362 - jMonkeyEngine tries to figure out what sort of system you're1363 running and extracts the appropriate native libraries.1364 - The =LwjglAudioRenderer= uses the [[http://lwjgl.org/][=LWJGL=]] (LightWeight Java Game1365 Library) bindings to interface with a C library called [[http://kcat.strangesoft.net/openal.html][=OpenAL=]]1366 - =OpenAL= renders the 3D sound and feeds the rendered sound1367 directly to any of various sound output devices with which it1368 knows how to communicate.1370 A consequence of this is that there's no way to access the actual1371 sound data produced by =OpenAL=. Even worse, =OpenAL= only supports1372 one /listener/ (it renders sound data from only one perspective),1373 which normally isn't a problem for games, but becomes a problem1374 when trying to make multiple AI creatures that can each hear the1375 world from a different perspective.1377 To make many AI creatures in jMonkeyEngine that can each hear the1378 world from their own perspective, or to make a single creature with1379 many ears, it is necessary to go all the way back to =OpenAL= and1380 implement support for simulated hearing there.1382 *** Extending =OpenAl=1384 Extending =OpenAL= to support multiple listeners requires 5001385 lines of =C= code and is too hairy to mention here. Instead, I1386 will show a small amount of extension code and go over the high1387 level stragety. Full source is of course available with the1388 =CORTEX= distribution if you're interested.1390 =OpenAL= goes to great lengths to support many different systems,1391 all with different sound capabilities and interfaces. It1392 accomplishes this difficult task by providing code for many1393 different sound backends in pseudo-objects called /Devices/.1394 There's a device for the Linux Open Sound System and the Advanced1395 Linux Sound Architecture, there's one for Direct Sound on Windows,1396 and there's even one for Solaris. =OpenAL= solves the problem of1397 platform independence by providing all these Devices.1399 Wrapper libraries such as LWJGL are free to examine the system on1400 which they are running and then select an appropriate device for1401 that system.1403 There are also a few "special" devices that don't interface with1404 any particular system. These include the Null Device, which1405 doesn't do anything, and the Wave Device, which writes whatever1406 sound it receives to a file, if everything has been set up1407 correctly when configuring =OpenAL=.1409 Actual mixing (doppler shift and distance.environment-based1410 attenuation) of the sound data happens in the Devices, and they1411 are the only point in the sound rendering process where this data1412 is available.1414 Therefore, in order to support multiple listeners, and get the1415 sound data in a form that the AIs can use, it is necessary to1416 create a new Device which supports this feature.1418 Adding a device to OpenAL is rather tricky -- there are five1419 separate files in the =OpenAL= source tree that must be modified1420 to do so. I named my device the "Multiple Audio Send" Device, or1421 =Send= Device for short, since it sends audio data back to the1422 calling application like an Aux-Send cable on a mixing board.1424 The main idea behind the Send device is to take advantage of the1425 fact that LWJGL only manages one /context/ when using OpenAL. A1426 /context/ is like a container that holds samples and keeps track1427 of where the listener is. In order to support multiple listeners,1428 the Send device identifies the LWJGL context as the master1429 context, and creates any number of slave contexts to represent1430 additional listeners. Every time the device renders sound, it1431 synchronizes every source from the master LWJGL context to the1432 slave contexts. Then, it renders each context separately, using a1433 different listener for each one. The rendered sound is made1434 available via JNI to jMonkeyEngine.1436 Switching between contexts is not the normal operation of a1437 Device, and one of the problems with doing so is that a Device1438 normally keeps around a few pieces of state such as the1439 =ClickRemoval= array above which will become corrupted if the1440 contexts are not rendered in parallel. The solution is to create a1441 copy of this normally global device state for each context, and1442 copy it back and forth into and out of the actual device state1443 whenever a context is rendered.1445 The core of the =Send= device is the =syncSources= function, which1446 does the job of copying all relevant data from one context to1447 another.1449 #+caption: Program for extending =OpenAL= to support multiple1450 #+caption: listeners via context copying/switching.1451 #+name: sync-openal-sources1452 #+begin_listing c1453 #+BEGIN_SRC c1454 void syncSources(ALsource *masterSource, ALsource *slaveSource,1455 ALCcontext *masterCtx, ALCcontext *slaveCtx){1456 ALuint master = masterSource->source;1457 ALuint slave = slaveSource->source;1458 ALCcontext *current = alcGetCurrentContext();1460 syncSourcef(master,slave,masterCtx,slaveCtx,AL_PITCH);1461 syncSourcef(master,slave,masterCtx,slaveCtx,AL_GAIN);1462 syncSourcef(master,slave,masterCtx,slaveCtx,AL_MAX_DISTANCE);1463 syncSourcef(master,slave,masterCtx,slaveCtx,AL_ROLLOFF_FACTOR);1464 syncSourcef(master,slave,masterCtx,slaveCtx,AL_REFERENCE_DISTANCE);1465 syncSourcef(master,slave,masterCtx,slaveCtx,AL_MIN_GAIN);1466 syncSourcef(master,slave,masterCtx,slaveCtx,AL_MAX_GAIN);1467 syncSourcef(master,slave,masterCtx,slaveCtx,AL_CONE_OUTER_GAIN);1468 syncSourcef(master,slave,masterCtx,slaveCtx,AL_CONE_INNER_ANGLE);1469 syncSourcef(master,slave,masterCtx,slaveCtx,AL_CONE_OUTER_ANGLE);1470 syncSourcef(master,slave,masterCtx,slaveCtx,AL_SEC_OFFSET);1471 syncSourcef(master,slave,masterCtx,slaveCtx,AL_SAMPLE_OFFSET);1472 syncSourcef(master,slave,masterCtx,slaveCtx,AL_BYTE_OFFSET);1474 syncSource3f(master,slave,masterCtx,slaveCtx,AL_POSITION);1475 syncSource3f(master,slave,masterCtx,slaveCtx,AL_VELOCITY);1476 syncSource3f(master,slave,masterCtx,slaveCtx,AL_DIRECTION);1478 syncSourcei(master,slave,masterCtx,slaveCtx,AL_SOURCE_RELATIVE);1479 syncSourcei(master,slave,masterCtx,slaveCtx,AL_LOOPING);1481 alcMakeContextCurrent(masterCtx);1482 ALint source_type;1483 alGetSourcei(master, AL_SOURCE_TYPE, &source_type);1485 // Only static sources are currently synchronized!1486 if (AL_STATIC == source_type){1487 ALint master_buffer;1488 ALint slave_buffer;1489 alGetSourcei(master, AL_BUFFER, &master_buffer);1490 alcMakeContextCurrent(slaveCtx);1491 alGetSourcei(slave, AL_BUFFER, &slave_buffer);1492 if (master_buffer != slave_buffer){1493 alSourcei(slave, AL_BUFFER, master_buffer);1494 }1495 }1497 // Synchronize the state of the two sources.1498 alcMakeContextCurrent(masterCtx);1499 ALint masterState;1500 ALint slaveState;1502 alGetSourcei(master, AL_SOURCE_STATE, &masterState);1503 alcMakeContextCurrent(slaveCtx);1504 alGetSourcei(slave, AL_SOURCE_STATE, &slaveState);1506 if (masterState != slaveState){1507 switch (masterState){1508 case AL_INITIAL : alSourceRewind(slave); break;1509 case AL_PLAYING : alSourcePlay(slave); break;1510 case AL_PAUSED : alSourcePause(slave); break;1511 case AL_STOPPED : alSourceStop(slave); break;1512 }1513 }1514 // Restore whatever context was previously active.1515 alcMakeContextCurrent(current);1516 }1517 #+END_SRC1518 #+end_listing1520 With this special context-switching device, and some ugly JNI1521 bindings that are not worth mentioning, =CORTEX= gains the ability1522 to access multiple sound streams from =OpenAL=.1524 #+caption: Program to create an ear from a blender empty node. The ear1525 #+caption: follows around the nearest physical object and passes1526 #+caption: all sensory data to a continuation function.1527 #+name: add-ear1528 #+begin_listing clojure1529 #+BEGIN_SRC clojure1530 (defn add-ear!1531 "Create a Listener centered on the current position of 'ear1532 which follows the closest physical node in 'creature and1533 sends sound data to 'continuation."1534 [#^Application world #^Node creature #^Spatial ear continuation]1535 (let [target (closest-node creature ear)1536 lis (Listener.)1537 audio-renderer (.getAudioRenderer world)1538 sp (hearing-pipeline continuation)]1539 (.setLocation lis (.getWorldTranslation ear))1540 (.setRotation lis (.getWorldRotation ear))1541 (bind-sense target lis)1542 (update-listener-velocity! target lis)1543 (.addListener audio-renderer lis)1544 (.registerSoundProcessor audio-renderer lis sp)))1545 #+END_SRC1546 #+end_listing1548 The =Send= device, unlike most of the other devices in =OpenAL=,1549 does not render sound unless asked. This enables the system to1550 slow down or speed up depending on the needs of the AIs who are1551 using it to listen. If the device tried to render samples in1552 real-time, a complicated AI whose mind takes 100 seconds of1553 computer time to simulate 1 second of AI-time would miss almost1554 all of the sound in its environment!1556 #+caption: Program to enable arbitrary hearing in =CORTEX=1557 #+name: hearing1558 #+begin_listing clojure1559 #+BEGIN_SRC clojure1560 (defn hearing-kernel1561 "Returns a function which returns auditory sensory data when called1562 inside a running simulation."1563 [#^Node creature #^Spatial ear]1564 (let [hearing-data (atom [])1565 register-listener!1566 (runonce1567 (fn [#^Application world]1568 (add-ear!1569 world creature ear1570 (comp #(reset! hearing-data %)1571 byteBuffer->pulse-vector))))]1572 (fn [#^Application world]1573 (register-listener! world)1574 (let [data @hearing-data1575 topology1576 (vec (map #(vector % 0) (range 0 (count data))))]1577 [topology data]))))1579 (defn hearing!1580 "Endow the creature in a particular world with the sense of1581 hearing. Will return a sequence of functions, one for each ear,1582 which when called will return the auditory data from that ear."1583 [#^Node creature]1584 (for [ear (ears creature)]1585 (hearing-kernel creature ear)))1586 #+END_SRC1587 #+end_listing1589 Armed with these functions, =CORTEX= is able to test possibly the1590 first ever instance of multiple listeners in a video game engine1591 based simulation!1593 #+caption: Here a simple creature responds to sound by changing1594 #+caption: its color from gray to green when the total volume1595 #+caption: goes over a threshold.1596 #+name: sound-test1597 #+begin_listing java1598 #+BEGIN_SRC java1599 /**1600 * Respond to sound! This is the brain of an AI entity that1601 * hears its surroundings and reacts to them.1602 */1603 public void process(ByteBuffer audioSamples,1604 int numSamples, AudioFormat format) {1605 audioSamples.clear();1606 byte[] data = new byte[numSamples];1607 float[] out = new float[numSamples];1608 audioSamples.get(data);1609 FloatSampleTools.1610 byte2floatInterleaved1611 (data, 0, out, 0, numSamples/format.getFrameSize(), format);1613 float max = Float.NEGATIVE_INFINITY;1614 for (float f : out){if (f > max) max = f;}1615 audioSamples.clear();1617 if (max > 0.1){1618 entity.getMaterial().setColor("Color", ColorRGBA.Green);1619 }1620 else {1621 entity.getMaterial().setColor("Color", ColorRGBA.Gray);1622 }1623 #+END_SRC1624 #+end_listing1626 #+caption: First ever simulation of multiple listerners in =CORTEX=.1627 #+caption: Each cube is a creature which processes sound data with1628 #+caption: the =process= function from listing \ref{sound-test}.1629 #+caption: the ball is constantally emiting a pure tone of1630 #+caption: constant volume. As it approaches the cubes, they each1631 #+caption: change color in response to the sound.1632 #+name: sound-cubes.1633 #+ATTR_LaTeX: :width 10cm1634 [[./images/java-hearing-test.png]]1636 This system of hearing has also been co-opted by the1637 jMonkeyEngine3 community and is used to record audio for demo1638 videos.1640 ** Hundreds of hair-like elements provide a sense of touch1642 Touch is critical to navigation and spatial reasoning and as such I1643 need a simulated version of it to give to my AI creatures.1645 Human skin has a wide array of touch sensors, each of which1646 specialize in detecting different vibrational modes and pressures.1647 These sensors can integrate a vast expanse of skin (i.e. your1648 entire palm), or a tiny patch of skin at the tip of your finger.1649 The hairs of the skin help detect objects before they even come1650 into contact with the skin proper.1652 However, touch in my simulated world can not exactly correspond to1653 human touch because my creatures are made out of completely rigid1654 segments that don't deform like human skin.1656 Instead of measuring deformation or vibration, I surround each1657 rigid part with a plenitude of hair-like objects (/feelers/) which1658 do not interact with the physical world. Physical objects can pass1659 through them with no effect. The feelers are able to tell when1660 other objects pass through them, and they constantly report how1661 much of their extent is covered. So even though the creature's body1662 parts do not deform, the feelers create a margin around those body1663 parts which achieves a sense of touch which is a hybrid between a1664 human's sense of deformation and sense from hairs.1666 Implementing touch in jMonkeyEngine follows a different technical1667 route than vision and hearing. Those two senses piggybacked off1668 jMonkeyEngine's 3D audio and video rendering subsystems. To1669 simulate touch, I use jMonkeyEngine's physics system to execute1670 many small collision detections, one for each feeler. The placement1671 of the feelers is determined by a UV-mapped image which shows where1672 each feeler should be on the 3D surface of the body.1674 *** Defining Touch Meta-Data in Blender1676 Each geometry can have a single UV map which describes the1677 position of the feelers which will constitute its sense of touch.1678 This image path is stored under the ``touch'' key. The image itself1679 is black and white, with black meaning a feeler length of 0 (no1680 feeler is present) and white meaning a feeler length of =scale=,1681 which is a float stored under the key "scale".1683 #+caption: Touch does not use empty nodes, to store metadata,1684 #+caption: because the metadata of each solid part of a1685 #+caption: creature's body is sufficient.1686 #+name: touch-meta-data1687 #+begin_listing clojure1688 #+BEGIN_SRC clojure1689 (defn tactile-sensor-profile1690 "Return the touch-sensor distribution image in BufferedImage format,1691 or nil if it does not exist."1692 [#^Geometry obj]1693 (if-let [image-path (meta-data obj "touch")]1694 (load-image image-path)))1696 (defn tactile-scale1697 "Return the length of each feeler. Default scale is 0.011698 jMonkeyEngine units."1699 [#^Geometry obj]1700 (if-let [scale (meta-data obj "scale")]1701 scale 0.1))1702 #+END_SRC1703 #+end_listing1705 Here is an example of a UV-map which specifies the position of1706 touch sensors along the surface of the upper segment of a fingertip.1708 #+caption: This is the tactile-sensor-profile for the upper segment1709 #+caption: of a fingertip. It defines regions of high touch sensitivity1710 #+caption: (where there are many white pixels) and regions of low1711 #+caption: sensitivity (where white pixels are sparse).1712 #+name: fingertip-UV1713 #+ATTR_LaTeX: :width 13cm1714 [[./images/finger-UV.png]]1716 *** Implementation Summary1718 To simulate touch there are three conceptual steps. For each solid1719 object in the creature, you first have to get UV image and scale1720 parameter which define the position and length of the feelers.1721 Then, you use the triangles which comprise the mesh and the UV1722 data stored in the mesh to determine the world-space position and1723 orientation of each feeler. Then once every frame, update these1724 positions and orientations to match the current position and1725 orientation of the object, and use physics collision detection to1726 gather tactile data.1728 Extracting the meta-data has already been described. The third1729 step, physics collision detection, is handled in =touch-kernel=.1730 Translating the positions and orientations of the feelers from the1731 UV-map to world-space is itself a three-step process.1733 - Find the triangles which make up the mesh in pixel-space and in1734 world-space. \\(=triangles=, =pixel-triangles=).1736 - Find the coordinates of each feeler in world-space. These are1737 the origins of the feelers. (=feeler-origins=).1739 - Calculate the normals of the triangles in world space, and add1740 them to each of the origins of the feelers. These are the1741 normalized coordinates of the tips of the feelers.1742 (=feeler-tips=).1744 *** Triangle Math1746 The rigid objects which make up a creature have an underlying1747 =Geometry=, which is a =Mesh= plus a =Material= and other1748 important data involved with displaying the object.1750 A =Mesh= is composed of =Triangles=, and each =Triangle= has three1751 vertices which have coordinates in world space and UV space.1753 Here, =triangles= gets all the world-space triangles which1754 comprise a mesh, while =pixel-triangles= gets those same triangles1755 expressed in pixel coordinates (which are UV coordinates scaled to1756 fit the height and width of the UV image).1758 #+caption: Programs to extract triangles from a geometry and get1759 #+caption: their verticies in both world and UV-coordinates.1760 #+name: get-triangles1761 #+begin_listing clojure1762 #+BEGIN_SRC clojure1763 (defn triangle1764 "Get the triangle specified by triangle-index from the mesh."1765 [#^Geometry geo triangle-index]1766 (triangle-seq1767 (let [scratch (Triangle.)]1768 (.getTriangle (.getMesh geo) triangle-index scratch) scratch)))1770 (defn triangles1771 "Return a sequence of all the Triangles which comprise a given1772 Geometry."1773 [#^Geometry geo]1774 (map (partial triangle geo) (range (.getTriangleCount (.getMesh geo)))))1776 (defn triangle-vertex-indices1777 "Get the triangle vertex indices of a given triangle from a given1778 mesh."1779 [#^Mesh mesh triangle-index]1780 (let [indices (int-array 3)]1781 (.getTriangle mesh triangle-index indices)1782 (vec indices)))1784 (defn vertex-UV-coord1785 "Get the UV-coordinates of the vertex named by vertex-index"1786 [#^Mesh mesh vertex-index]1787 (let [UV-buffer1788 (.getData1789 (.getBuffer1790 mesh1791 VertexBuffer$Type/TexCoord))]1792 [(.get UV-buffer (* vertex-index 2))1793 (.get UV-buffer (+ 1 (* vertex-index 2)))]))1795 (defn pixel-triangle [#^Geometry geo image index]1796 (let [mesh (.getMesh geo)1797 width (.getWidth image)1798 height (.getHeight image)]1799 (vec (map (fn [[u v]] (vector (* width u) (* height v)))1800 (map (partial vertex-UV-coord mesh)1801 (triangle-vertex-indices mesh index))))))1803 (defn pixel-triangles1804 "The pixel-space triangles of the Geometry, in the same order as1805 (triangles geo)"1806 [#^Geometry geo image]1807 (let [height (.getHeight image)1808 width (.getWidth image)]1809 (map (partial pixel-triangle geo image)1810 (range (.getTriangleCount (.getMesh geo))))))1811 #+END_SRC1812 #+end_listing1814 *** The Affine Transform from one Triangle to Another1816 =pixel-triangles= gives us the mesh triangles expressed in pixel1817 coordinates and =triangles= gives us the mesh triangles expressed1818 in world coordinates. The tactile-sensor-profile gives the1819 position of each feeler in pixel-space. In order to convert1820 pixel-space coordinates into world-space coordinates we need1821 something that takes coordinates on the surface of one triangle1822 and gives the corresponding coordinates on the surface of another1823 triangle.1825 Triangles are [[http://mathworld.wolfram.com/AffineTransformation.html ][affine]], which means any triangle can be transformed1826 into any other by a combination of translation, scaling, and1827 rotation. The affine transformation from one triangle to another1828 is readily computable if the triangle is expressed in terms of a1829 $4x4$ matrix.1831 #+BEGIN_LaTeX1832 $$1833 \begin{bmatrix}1834 x_1 & x_2 & x_3 & n_x \\1835 y_1 & y_2 & y_3 & n_y \\1836 z_1 & z_2 & z_3 & n_z \\1837 1 & 1 & 1 & 11838 \end{bmatrix}1839 $$1840 #+END_LaTeX1842 Here, the first three columns of the matrix are the vertices of1843 the triangle. The last column is the right-handed unit normal of1844 the triangle.1846 With two triangles $T_{1}$ and $T_{2}$ each expressed as a1847 matrix like above, the affine transform from $T_{1}$ to $T_{2}$1848 is $T_{2}T_{1}^{-1}$.1850 The clojure code below recapitulates the formulas above, using1851 jMonkeyEngine's =Matrix4f= objects, which can describe any affine1852 transformation.1854 #+caption: Program to interpert triangles as affine transforms.1855 #+name: triangle-affine1856 #+begin_listing clojure1857 #+BEGIN_SRC clojure1858 (defn triangle->matrix4f1859 "Converts the triangle into a 4x4 matrix: The first three columns1860 contain the vertices of the triangle; the last contains the unit1861 normal of the triangle. The bottom row is filled with 1s."1862 [#^Triangle t]1863 (let [mat (Matrix4f.)1864 [vert-1 vert-2 vert-3]1865 (mapv #(.get t %) (range 3))1866 unit-normal (do (.calculateNormal t)(.getNormal t))1867 vertices [vert-1 vert-2 vert-3 unit-normal]]1868 (dorun1869 (for [row (range 4) col (range 3)]1870 (do1871 (.set mat col row (.get (vertices row) col))1872 (.set mat 3 row 1)))) mat))1874 (defn triangles->affine-transform1875 "Returns the affine transformation that converts each vertex in the1876 first triangle into the corresponding vertex in the second1877 triangle."1878 [#^Triangle tri-1 #^Triangle tri-2]1879 (.mult1880 (triangle->matrix4f tri-2)1881 (.invert (triangle->matrix4f tri-1))))1882 #+END_SRC1883 #+end_listing1885 *** Triangle Boundaries1887 For efficiency's sake I will divide the tactile-profile image into1888 small squares which inscribe each pixel-triangle, then extract the1889 points which lie inside the triangle and map them to 3D-space using1890 =triangle-transform= above. To do this I need a function,1891 =convex-bounds= which finds the smallest box which inscribes a 2D1892 triangle.1894 =inside-triangle?= determines whether a point is inside a triangle1895 in 2D pixel-space.1897 #+caption: Program to efficiently determine point includion1898 #+caption: in a triangle.1899 #+name: in-triangle1900 #+begin_listing clojure1901 #+BEGIN_SRC clojure1902 (defn convex-bounds1903 "Returns the smallest square containing the given vertices, as a1904 vector of integers [left top width height]."1905 [verts]1906 (let [xs (map first verts)1907 ys (map second verts)1908 x0 (Math/floor (apply min xs))1909 y0 (Math/floor (apply min ys))1910 x1 (Math/ceil (apply max xs))1911 y1 (Math/ceil (apply max ys))]1912 [x0 y0 (- x1 x0) (- y1 y0)]))1914 (defn same-side?1915 "Given the points p1 and p2 and the reference point ref, is point p1916 on the same side of the line that goes through p1 and p2 as ref is?"1917 [p1 p2 ref p]1918 (<=1919 01920 (.dot1921 (.cross (.subtract p2 p1) (.subtract p p1))1922 (.cross (.subtract p2 p1) (.subtract ref p1)))))1924 (defn inside-triangle?1925 "Is the point inside the triangle?"1926 {:author "Dylan Holmes"}1927 [#^Triangle tri #^Vector3f p]1928 (let [[vert-1 vert-2 vert-3] [(.get1 tri) (.get2 tri) (.get3 tri)]]1929 (and1930 (same-side? vert-1 vert-2 vert-3 p)1931 (same-side? vert-2 vert-3 vert-1 p)1932 (same-side? vert-3 vert-1 vert-2 p))))1933 #+END_SRC1934 #+end_listing1936 *** Feeler Coordinates1938 The triangle-related functions above make short work of1939 calculating the positions and orientations of each feeler in1940 world-space.1942 #+caption: Program to get the coordinates of ``feelers '' in1943 #+caption: both world and UV-coordinates.1944 #+name: feeler-coordinates1945 #+begin_listing clojure1946 #+BEGIN_SRC clojure1947 (defn feeler-pixel-coords1948 "Returns the coordinates of the feelers in pixel space in lists, one1949 list for each triangle, ordered in the same way as (triangles) and1950 (pixel-triangles)."1951 [#^Geometry geo image]1952 (map1953 (fn [pixel-triangle]1954 (filter1955 (fn [coord]1956 (inside-triangle? (->triangle pixel-triangle)1957 (->vector3f coord)))1958 (white-coordinates image (convex-bounds pixel-triangle))))1959 (pixel-triangles geo image)))1961 (defn feeler-world-coords1962 "Returns the coordinates of the feelers in world space in lists, one1963 list for each triangle, ordered in the same way as (triangles) and1964 (pixel-triangles)."1965 [#^Geometry geo image]1966 (let [transforms1967 (map #(triangles->affine-transform1968 (->triangle %1) (->triangle %2))1969 (pixel-triangles geo image)1970 (triangles geo))]1971 (map (fn [transform coords]1972 (map #(.mult transform (->vector3f %)) coords))1973 transforms (feeler-pixel-coords geo image))))1974 #+END_SRC1975 #+end_listing1977 #+caption: Program to get the position of the base and tip of1978 #+caption: each ``feeler''1979 #+name: feeler-tips1980 #+begin_listing clojure1981 #+BEGIN_SRC clojure1982 (defn feeler-origins1983 "The world space coordinates of the root of each feeler."1984 [#^Geometry geo image]1985 (reduce concat (feeler-world-coords geo image)))1987 (defn feeler-tips1988 "The world space coordinates of the tip of each feeler."1989 [#^Geometry geo image]1990 (let [world-coords (feeler-world-coords geo image)1991 normals1992 (map1993 (fn [triangle]1994 (.calculateNormal triangle)1995 (.clone (.getNormal triangle)))1996 (map ->triangle (triangles geo)))]1998 (mapcat (fn [origins normal]1999 (map #(.add % normal) origins))2000 world-coords normals)))2002 (defn touch-topology2003 [#^Geometry geo image]2004 (collapse (reduce concat (feeler-pixel-coords geo image))))2005 #+END_SRC2006 #+end_listing2008 *** Simulated Touch2010 Now that the functions to construct feelers are complete,2011 =touch-kernel= generates functions to be called from within a2012 simulation that perform the necessary physics collisions to2013 collect tactile data, and =touch!= recursively applies it to every2014 node in the creature.2016 #+caption: Efficient program to transform a ray from2017 #+caption: one position to another.2018 #+name: set-ray2019 #+begin_listing clojure2020 #+BEGIN_SRC clojure2021 (defn set-ray [#^Ray ray #^Matrix4f transform2022 #^Vector3f origin #^Vector3f tip]2023 ;; Doing everything locally reduces garbage collection by enough to2024 ;; be worth it.2025 (.mult transform origin (.getOrigin ray))2026 (.mult transform tip (.getDirection ray))2027 (.subtractLocal (.getDirection ray) (.getOrigin ray))2028 (.normalizeLocal (.getDirection ray)))2029 #+END_SRC2030 #+end_listing2032 #+caption: This is the core of touch in =CORTEX= each feeler2033 #+caption: follows the object it is bound to, reporting any2034 #+caption: collisions that may happen.2035 #+name: touch-kernel2036 #+begin_listing clojure2037 #+BEGIN_SRC clojure2038 (defn touch-kernel2039 "Constructs a function which will return tactile sensory data from2040 'geo when called from inside a running simulation"2041 [#^Geometry geo]2042 (if-let2043 [profile (tactile-sensor-profile geo)]2044 (let [ray-reference-origins (feeler-origins geo profile)2045 ray-reference-tips (feeler-tips geo profile)2046 ray-length (tactile-scale geo)2047 current-rays (map (fn [_] (Ray.)) ray-reference-origins)2048 topology (touch-topology geo profile)2049 correction (float (* ray-length -0.2))]2050 ;; slight tolerance for very close collisions.2051 (dorun2052 (map (fn [origin tip]2053 (.addLocal origin (.mult (.subtract tip origin)2054 correction)))2055 ray-reference-origins ray-reference-tips))2056 (dorun (map #(.setLimit % ray-length) current-rays))2057 (fn [node]2058 (let [transform (.getWorldMatrix geo)]2059 (dorun2060 (map (fn [ray ref-origin ref-tip]2061 (set-ray ray transform ref-origin ref-tip))2062 current-rays ray-reference-origins2063 ray-reference-tips))2064 (vector2065 topology2066 (vec2067 (for [ray current-rays]2068 (do2069 (let [results (CollisionResults.)]2070 (.collideWith node ray results)2071 (let [touch-objects2072 (filter #(not (= geo (.getGeometry %)))2073 results)2074 limit (.getLimit ray)]2075 [(if (empty? touch-objects)2076 limit2077 (let [response2078 (apply min (map #(.getDistance %)2079 touch-objects))]2080 (FastMath/clamp2081 (float2082 (if (> response limit) (float 0.0)2083 (+ response correction)))2084 (float 0.0)2085 limit)))2086 limit])))))))))))2087 #+END_SRC2088 #+end_listing2090 Armed with the =touch!= function, =CORTEX= becomes capable of2091 giving creatures a sense of touch. A simple test is to create a2092 cube that is outfitted with a uniform distrubition of touch2093 sensors. It can feel the ground and any balls that it touches.2095 #+caption: =CORTEX= interface for creating touch in a simulated2096 #+caption: creature.2097 #+name: touch2098 #+begin_listing clojure2099 #+BEGIN_SRC clojure2100 (defn touch!2101 "Endow the creature with the sense of touch. Returns a sequence of2102 functions, one for each body part with a tactile-sensor-profile,2103 each of which when called returns sensory data for that body part."2104 [#^Node creature]2105 (filter2106 (comp not nil?)2107 (map touch-kernel2108 (filter #(isa? (class %) Geometry)2109 (node-seq creature)))))2110 #+END_SRC2111 #+end_listing2113 The tactile-sensor-profile image for the touch cube is a simple2114 cross with a unifom distribution of touch sensors:2116 #+caption: The touch profile for the touch-cube. Each pure white2117 #+caption: pixel defines a touch sensitive feeler.2118 #+name: touch-cube-uv-map2119 #+ATTR_LaTeX: :width 7cm2120 [[./images/touch-profile.png]]2122 #+caption: The touch cube reacts to canonballs. The black, red,2123 #+caption: and white cross on the right is a visual display of2124 #+caption: the creature's touch. White means that it is feeling2125 #+caption: something strongly, black is not feeling anything,2126 #+caption: and gray is in-between. The cube can feel both the2127 #+caption: floor and the ball. Notice that when the ball causes2128 #+caption: the cube to tip, that the bottom face can still feel2129 #+caption: part of the ground.2130 #+name: touch-cube-uv-map2131 #+ATTR_LaTeX: :width 15cm2132 [[./images/touch-cube.png]]2134 ** Proprioception provides knowledge of your own body's position2136 Close your eyes, and touch your nose with your right index finger.2137 How did you do it? You could not see your hand, and neither your2138 hand nor your nose could use the sense of touch to guide the path2139 of your hand. There are no sound cues, and Taste and Smell2140 certainly don't provide any help. You know where your hand is2141 without your other senses because of Proprioception.2143 Humans can sometimes loose this sense through viral infections or2144 damage to the spinal cord or brain, and when they do, they loose2145 the ability to control their own bodies without looking directly at2146 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 a2147 Hat]], a woman named Christina looses this sense and has to learn how2148 to move by carefully watching her arms and legs. She describes2149 proprioception as the "eyes of the body, the way the body sees2150 itself".2152 Proprioception in humans is mediated by [[http://en.wikipedia.org/wiki/Articular_capsule][joint capsules]], [[http://en.wikipedia.org/wiki/Muscle_spindle][muscle2153 spindles]], and the [[http://en.wikipedia.org/wiki/Golgi_tendon_organ][Golgi tendon organs]]. These measure the relative2154 positions of each body part by monitoring muscle strain and length.2156 It's clear that this is a vital sense for fluid, graceful movement.2157 It's also particularly easy to implement in jMonkeyEngine.2159 My simulated proprioception calculates the relative angles of each2160 joint from the rest position defined in the blender file. This2161 simulates the muscle-spindles and joint capsules. I will deal with2162 Golgi tendon organs, which calculate muscle strain, in the next2163 section.2165 *** Helper functions2167 =absolute-angle= calculates the angle between two vectors,2168 relative to a third axis vector. This angle is the number of2169 radians you have to move counterclockwise around the axis vector2170 to get from the first to the second vector. It is not commutative2171 like a normal dot-product angle is.2173 The purpose of these functions is to build a system of angle2174 measurement that is biologically plausable.2176 #+caption: Program to measure angles along a vector2177 #+name: helpers2178 #+begin_listing clojure2179 #+BEGIN_SRC clojure2180 (defn right-handed?2181 "true iff the three vectors form a right handed coordinate2182 system. The three vectors do not have to be normalized or2183 orthogonal."2184 [vec1 vec2 vec3]2185 (pos? (.dot (.cross vec1 vec2) vec3)))2187 (defn absolute-angle2188 "The angle between 'vec1 and 'vec2 around 'axis. In the range2189 [0 (* 2 Math/PI)]."2190 [vec1 vec2 axis]2191 (let [angle (.angleBetween vec1 vec2)]2192 (if (right-handed? vec1 vec2 axis)2193 angle (- (* 2 Math/PI) angle))))2194 #+END_SRC2195 #+end_listing2197 *** Proprioception Kernel2199 Given a joint, =proprioception-kernel= produces a function that2200 calculates the Euler angles between the the objects the joint2201 connects. The only tricky part here is making the angles relative2202 to the joint's initial ``straightness''.2204 #+caption: Program to return biologially reasonable proprioceptive2205 #+caption: data for each joint.2206 #+name: proprioception2207 #+begin_listing clojure2208 #+BEGIN_SRC clojure2209 (defn proprioception-kernel2210 "Returns a function which returns proprioceptive sensory data when2211 called inside a running simulation."2212 [#^Node parts #^Node joint]2213 (let [[obj-a obj-b] (joint-targets parts joint)2214 joint-rot (.getWorldRotation joint)2215 x0 (.mult joint-rot Vector3f/UNIT_X)2216 y0 (.mult joint-rot Vector3f/UNIT_Y)2217 z0 (.mult joint-rot Vector3f/UNIT_Z)]2218 (fn []2219 (let [rot-a (.clone (.getWorldRotation obj-a))2220 rot-b (.clone (.getWorldRotation obj-b))2221 x (.mult rot-a x0)2222 y (.mult rot-a y0)2223 z (.mult rot-a z0)2225 X (.mult rot-b x0)2226 Y (.mult rot-b y0)2227 Z (.mult rot-b z0)2228 heading (Math/atan2 (.dot X z) (.dot X x))2229 pitch (Math/atan2 (.dot X y) (.dot X x))2231 ;; rotate x-vector back to origin2232 reverse2233 (doto (Quaternion.)2234 (.fromAngleAxis2235 (.angleBetween X x)2236 (let [cross (.normalize (.cross X x))]2237 (if (= 0 (.length cross)) y cross))))2238 roll (absolute-angle (.mult reverse Y) y x)]2239 [heading pitch roll]))))2241 (defn proprioception!2242 "Endow the creature with the sense of proprioception. Returns a2243 sequence of functions, one for each child of the \"joints\" node in2244 the creature, which each report proprioceptive information about2245 that joint."2246 [#^Node creature]2247 ;; extract the body's joints2248 (let [senses (map (partial proprioception-kernel creature)2249 (joints creature))]2250 (fn []2251 (map #(%) senses))))2252 #+END_SRC2253 #+end_listing2255 =proprioception!= maps =proprioception-kernel= across all the2256 joints of the creature. It uses the same list of joints that2257 =joints= uses. Proprioception is the easiest sense to implement in2258 =CORTEX=, and it will play a crucial role when efficiently2259 implementing empathy.2261 #+caption: In the upper right corner, the three proprioceptive2262 #+caption: angle measurements are displayed. Red is yaw, Green is2263 #+caption: pitch, and White is roll.2264 #+name: proprio2265 #+ATTR_LaTeX: :width 11cm2266 [[./images/proprio.png]]2268 ** Muscles contain both sensors and effectors2270 Surprisingly enough, terrestrial creatures only move by using2271 torque applied about their joints. There's not a single straight2272 line of force in the human body at all! (A straight line of force2273 would correspond to some sort of jet or rocket propulsion.)2275 In humans, muscles are composed of muscle fibers which can contract2276 to exert force. The muscle fibers which compose a muscle are2277 partitioned into discrete groups which are each controlled by a2278 single alpha motor neuron. A single alpha motor neuron might2279 control as little as three or as many as one thousand muscle2280 fibers. When the alpha motor neuron is engaged by the spinal cord,2281 it activates all of the muscle fibers to which it is attached. The2282 spinal cord generally engages the alpha motor neurons which control2283 few muscle fibers before the motor neurons which control many2284 muscle fibers. This recruitment strategy allows for precise2285 movements at low strength. The collection of all motor neurons that2286 control a muscle is called the motor pool. The brain essentially2287 says "activate 30% of the motor pool" and the spinal cord recruits2288 motor neurons until 30% are activated. Since the distribution of2289 power among motor neurons is unequal and recruitment goes from2290 weakest to strongest, the first 30% of the motor pool might be 5%2291 of the strength of the muscle.2293 My simulated muscles follow a similar design: Each muscle is2294 defined by a 1-D array of numbers (the "motor pool"). Each entry in2295 the array represents a motor neuron which controls a number of2296 muscle fibers equal to the value of the entry. Each muscle has a2297 scalar strength factor which determines the total force the muscle2298 can exert when all motor neurons are activated. The effector2299 function for a muscle takes a number to index into the motor pool,2300 and then "activates" all the motor neurons whose index is lower or2301 equal to the number. Each motor-neuron will apply force in2302 proportion to its value in the array. Lower values cause less2303 force. The lower values can be put at the "beginning" of the 1-D2304 array to simulate the layout of actual human muscles, which are2305 capable of more precise movements when exerting less force. Or, the2306 motor pool can simulate more exotic recruitment strategies which do2307 not correspond to human muscles.2309 This 1D array is defined in an image file for ease of2310 creation/visualization. Here is an example muscle profile image.2312 #+caption: A muscle profile image that describes the strengths2313 #+caption: of each motor neuron in a muscle. White is weakest2314 #+caption: and dark red is strongest. This particular pattern2315 #+caption: has weaker motor neurons at the beginning, just2316 #+caption: like human muscle.2317 #+name: muscle-recruit2318 #+ATTR_LaTeX: :width 7cm2319 [[./images/basic-muscle.png]]2321 *** Muscle meta-data2323 #+caption: Program to deal with loading muscle data from a blender2324 #+caption: file's metadata.2325 #+name: motor-pool2326 #+begin_listing clojure2327 #+BEGIN_SRC clojure2328 (defn muscle-profile-image2329 "Get the muscle-profile image from the node's blender meta-data."2330 [#^Node muscle]2331 (if-let [image (meta-data muscle "muscle")]2332 (load-image image)))2334 (defn muscle-strength2335 "Return the strength of this muscle, or 1 if it is not defined."2336 [#^Node muscle]2337 (if-let [strength (meta-data muscle "strength")]2338 strength 1))2340 (defn motor-pool2341 "Return a vector where each entry is the strength of the \"motor2342 neuron\" at that part in the muscle."2343 [#^Node muscle]2344 (let [profile (muscle-profile-image muscle)]2345 (vec2346 (let [width (.getWidth profile)]2347 (for [x (range width)]2348 (- 2552349 (bit-and2350 0x0000FF2351 (.getRGB profile x 0))))))))2352 #+END_SRC2353 #+end_listing2355 Of note here is =motor-pool= which interprets the muscle-profile2356 image in a way that allows me to use gradients between white and2357 red, instead of shades of gray as I've been using for all the2358 other senses. This is purely an aesthetic touch.2360 *** Creating muscles2362 #+caption: This is the core movement functoion in =CORTEX=, which2363 #+caption: implements muscles that report on their activation.2364 #+name: muscle-kernel2365 #+begin_listing clojure2366 #+BEGIN_SRC clojure2367 (defn movement-kernel2368 "Returns a function which when called with a integer value inside a2369 running simulation will cause movement in the creature according2370 to the muscle's position and strength profile. Each function2371 returns the amount of force applied / max force."2372 [#^Node creature #^Node muscle]2373 (let [target (closest-node creature muscle)2374 axis2375 (.mult (.getWorldRotation muscle) Vector3f/UNIT_Y)2376 strength (muscle-strength muscle)2378 pool (motor-pool muscle)2379 pool-integral (reductions + pool)2380 forces2381 (vec (map #(float (* strength (/ % (last pool-integral))))2382 pool-integral))2383 control (.getControl target RigidBodyControl)]2384 ;;(println-repl (.getName target) axis)2385 (fn [n]2386 (let [pool-index (max 0 (min n (dec (count pool))))2387 force (forces pool-index)]2388 (.applyTorque control (.mult axis force))2389 (float (/ force strength))))))2391 (defn movement!2392 "Endow the creature with the power of movement. Returns a sequence2393 of functions, each of which accept an integer value and will2394 activate their corresponding muscle."2395 [#^Node creature]2396 (for [muscle (muscles creature)]2397 (movement-kernel creature muscle)))2398 #+END_SRC2399 #+end_listing2402 =movement-kernel= creates a function that will move the nearest2403 physical object to the muscle node. The muscle exerts a rotational2404 force dependent on it's orientation to the object in the blender2405 file. The function returned by =movement-kernel= is also a sense2406 function: it returns the percent of the total muscle strength that2407 is currently being employed. This is analogous to muscle tension2408 in humans and completes the sense of proprioception begun in the2409 last section.2411 ** =CORTEX= brings complex creatures to life!2413 The ultimate test of =CORTEX= is to create a creature with the full2414 gamut of senses and put it though its paces.2416 With all senses enabled, my right hand model looks like an2417 intricate marionette hand with several strings for each finger:2419 #+caption: View of the hand model with all sense nodes. You can see2420 #+caption: the joint, muscle, ear, and eye nodess here.2421 #+name: hand-nodes-12422 #+ATTR_LaTeX: :width 11cm2423 [[./images/hand-with-all-senses2.png]]2425 #+caption: An alternate view of the hand.2426 #+name: hand-nodes-22427 #+ATTR_LaTeX: :width 15cm2428 [[./images/hand-with-all-senses3.png]]2430 With the hand fully rigged with senses, I can run it though a test2431 that will test everything.2433 #+caption: A full test of the hand with all senses. Note expecially2434 #+caption: the interactions the hand has with itself: it feels2435 #+caption: its own palm and fingers, and when it curls its fingers,2436 #+caption: it sees them with its eye (which is located in the center2437 #+caption: of the palm. The red block appears with a pure tone sound.2438 #+caption: The hand then uses its muscles to launch the cube!2439 #+name: integration2440 #+ATTR_LaTeX: :width 16cm2441 [[./images/integration.png]]2443 ** =CORTEX= enables many possiblities for further research2445 Often times, the hardest part of building a system involving2446 creatures is dealing with physics and graphics. =CORTEX= removes2447 much of this initial difficulty and leaves researchers free to2448 directly pursue their ideas. I hope that even undergrads with a2449 passing curiosity about simulated touch or creature evolution will2450 be able to use cortex for experimentation. =CORTEX= is a completely2451 simulated world, and far from being a disadvantage, its simulated2452 nature enables you to create senses and creatures that would be2453 impossible to make in the real world.2455 While not by any means a complete list, here are some paths2456 =CORTEX= is well suited to help you explore:2458 - Empathy :: my empathy program leaves many areas for2459 improvement, among which are using vision to infer2460 proprioception and looking up sensory experience with imagined2461 vision, touch, and sound.2462 - Evolution :: Karl Sims created a rich environment for2463 simulating the evolution of creatures on a connection2464 machine. Today, this can be redone and expanded with =CORTEX=2465 on an ordinary computer.2466 - Exotic senses :: Cortex enables many fascinating senses that are2467 not possible to build in the real world. For example,2468 telekinesis is an interesting avenue to explore. You can also2469 make a ``semantic'' sense which looks up metadata tags on2470 objects in the environment the metadata tags might contain2471 other sensory information.2472 - Imagination via subworlds :: this would involve a creature with2473 an effector which creates an entire new sub-simulation where2474 the creature has direct control over placement/creation of2475 objects via simulated telekinesis. The creature observes this2476 sub-world through it's normal senses and uses its observations2477 to make predictions about its top level world.2478 - Simulated prescience :: step the simulation forward a few ticks,2479 gather sensory data, then supply this data for the creature as2480 one of its actual senses. The cost of prescience is slowing2481 the simulation down by a factor proportional to however far2482 you want the entities to see into the future. What happens2483 when two evolved creatures that can each see into the future2484 fight each other?2485 - Swarm creatures :: Program a group of creatures that cooperate2486 with each other. Because the creatures would be simulated, you2487 could investigate computationally complex rules of behavior2488 which still, from the group's point of view, would happen in2489 ``real time''. Interactions could be as simple as cellular2490 organisms communicating via flashing lights, or as complex as2491 humanoids completing social tasks, etc.2492 - =HACKER= for writing muscle-control programs :: Presented with2493 low-level muscle control/ sense API, generate higher level2494 programs for accomplishing various stated goals. Example goals2495 might be "extend all your fingers" or "move your hand into the2496 area with blue light" or "decrease the angle of this joint".2497 It would be like Sussman's HACKER, except it would operate2498 with much more data in a more realistic world. Start off with2499 "calisthenics" to develop subroutines over the motor control2500 API. This would be the "spinal chord" of a more intelligent2501 creature. The low level programming code might be a turning2502 machine that could develop programs to iterate over a "tape"2503 where each entry in the tape could control recruitment of the2504 fibers in a muscle.2505 - Sense fusion :: There is much work to be done on sense2506 integration -- building up a coherent picture of the world and2507 the things in it with =CORTEX= as a base, you can explore2508 concepts like self-organizing maps or cross modal clustering2509 in ways that have never before been tried.2510 - Inverse kinematics :: experiments in sense guided motor control2511 are easy given =CORTEX='s support -- you can get right to the2512 hard control problems without worrying about physics or2513 senses.2515 * =EMPATH=: action recognition in a simulated worm2517 Here I develop a computational model of empathy, using =CORTEX= as a2518 base. Empathy in this context is the ability to observe another2519 creature and infer what sorts of sensations that creature is2520 feeling. My empathy algorithm involves multiple phases. First is2521 free-play, where the creature moves around and gains sensory2522 experience. From this experience I construct a representation of the2523 creature's sensory state space, which I call \Phi-space. Using2524 \Phi-space, I construct an efficient function which takes the2525 limited data that comes from observing another creature and enriches2526 it full compliment of imagined sensory data. I can then use the2527 imagined sensory data to recognize what the observed creature is2528 doing and feeling, using straightforward embodied action predicates.2529 This is all demonstrated with using a simple worm-like creature, and2530 recognizing worm-actions based on limited data.2532 #+caption: Here is the worm with which we will be working.2533 #+caption: It is composed of 5 segments. Each segment has a2534 #+caption: pair of extensor and flexor muscles. Each of the2535 #+caption: worm's four joints is a hinge joint which allows2536 #+caption: about 30 degrees of rotation to either side. Each segment2537 #+caption: of the worm is touch-capable and has a uniform2538 #+caption: distribution of touch sensors on each of its faces.2539 #+caption: Each joint has a proprioceptive sense to detect2540 #+caption: relative positions. The worm segments are all the2541 #+caption: same except for the first one, which has a much2542 #+caption: higher weight than the others to allow for easy2543 #+caption: manual motor control.2544 #+name: basic-worm-view2545 #+ATTR_LaTeX: :width 10cm2546 [[./images/basic-worm-view.png]]2548 #+caption: Program for reading a worm from a blender file and2549 #+caption: outfitting it with the senses of proprioception,2550 #+caption: touch, and the ability to move, as specified in the2551 #+caption: blender file.2552 #+name: get-worm2553 #+begin_listing clojure2554 #+begin_src clojure2555 (defn worm []2556 (let [model (load-blender-model "Models/worm/worm.blend")]2557 {:body (doto model (body!))2558 :touch (touch! model)2559 :proprioception (proprioception! model)2560 :muscles (movement! model)}))2561 #+end_src2562 #+end_listing2564 ** Embodiment factors action recognition into managable parts2566 Using empathy, I divide the problem of action recognition into a2567 recognition process expressed in the language of a full compliment2568 of senses, and an imaganitive process that generates full sensory2569 data from partial sensory data. Splitting the action recognition2570 problem in this manner greatly reduces the total amount of work to2571 recognize actions: The imaganitive process is mostly just matching2572 previous experience, and the recognition process gets to use all2573 the senses to directly describe any action.2575 ** Action recognition is easy with a full gamut of senses2577 Embodied representations using multiple senses such as touch,2578 proprioception, and muscle tension turns out be be exceedingly2579 efficient at describing body-centered actions. It is the ``right2580 language for the job''. For example, it takes only around 5 lines2581 of LISP code to describe the action of ``curling'' using embodied2582 primitives. It takes about 10 lines to describe the seemingly2583 complicated action of wiggling.2585 The following action predicates each take a stream of sensory2586 experience, observe however much of it they desire, and decide2587 whether the worm is doing the action they describe. =curled?=2588 relies on proprioception, =resting?= relies on touch, =wiggling?=2589 relies on a fourier analysis of muscle contraction, and2590 =grand-circle?= relies on touch and reuses =curled?= as a gaurd.2592 #+caption: Program for detecting whether the worm is curled. This is the2593 #+caption: simplest action predicate, because it only uses the last frame2594 #+caption: of sensory experience, and only uses proprioceptive data. Even2595 #+caption: this simple predicate, however, is automatically frame2596 #+caption: independent and ignores vermopomorphic differences such as2597 #+caption: worm textures and colors.2598 #+name: curled2599 #+begin_listing clojure2600 #+begin_src clojure2601 (defn curled?2602 "Is the worm curled up?"2603 [experiences]2604 (every?2605 (fn [[_ _ bend]]2606 (> (Math/sin bend) 0.64))2607 (:proprioception (peek experiences))))2608 #+end_src2609 #+end_listing2611 #+caption: Program for summarizing the touch information in a patch2612 #+caption: of skin.2613 #+name: touch-summary2614 #+begin_listing clojure2615 #+begin_src clojure2616 (defn contact2617 "Determine how much contact a particular worm segment has with2618 other objects. Returns a value between 0 and 1, where 1 is full2619 contact and 0 is no contact."2620 [touch-region [coords contact :as touch]]2621 (-> (zipmap coords contact)2622 (select-keys touch-region)2623 (vals)2624 (#(map first %))2625 (average)2626 (* 10)2627 (- 1)2628 (Math/abs)))2629 #+end_src2630 #+end_listing2633 #+caption: Program for detecting whether the worm is at rest. This program2634 #+caption: uses a summary of the tactile information from the underbelly2635 #+caption: of the worm, and is only true if every segment is touching the2636 #+caption: floor. Note that this function contains no references to2637 #+caption: proprioction at all.2638 #+name: resting2639 #+begin_listing clojure2640 #+begin_src clojure2641 (def worm-segment-bottom (rect-region [8 15] [14 22]))2643 (defn resting?2644 "Is the worm resting on the ground?"2645 [experiences]2646 (every?2647 (fn [touch-data]2648 (< 0.9 (contact worm-segment-bottom touch-data)))2649 (:touch (peek experiences))))2650 #+end_src2651 #+end_listing2653 #+caption: Program for detecting whether the worm is curled up into a2654 #+caption: full circle. Here the embodied approach begins to shine, as2655 #+caption: I am able to both use a previous action predicate (=curled?=)2656 #+caption: as well as the direct tactile experience of the head and tail.2657 #+name: grand-circle2658 #+begin_listing clojure2659 #+begin_src clojure2660 (def worm-segment-bottom-tip (rect-region [15 15] [22 22]))2662 (def worm-segment-top-tip (rect-region [0 15] [7 22]))2664 (defn grand-circle?2665 "Does the worm form a majestic circle (one end touching the other)?"2666 [experiences]2667 (and (curled? experiences)2668 (let [worm-touch (:touch (peek experiences))2669 tail-touch (worm-touch 0)2670 head-touch (worm-touch 4)]2671 (and (< 0.55 (contact worm-segment-bottom-tip tail-touch))2672 (< 0.55 (contact worm-segment-top-tip head-touch))))))2673 #+end_src2674 #+end_listing2677 #+caption: Program for detecting whether the worm has been wiggling for2678 #+caption: the last few frames. It uses a fourier analysis of the muscle2679 #+caption: contractions of the worm's tail to determine wiggling. This is2680 #+caption: signigicant because there is no particular frame that clearly2681 #+caption: indicates that the worm is wiggling --- only when multiple frames2682 #+caption: are analyzed together is the wiggling revealed. Defining2683 #+caption: wiggling this way also gives the worm an opportunity to learn2684 #+caption: and recognize ``frustrated wiggling'', where the worm tries to2685 #+caption: wiggle but can't. Frustrated wiggling is very visually different2686 #+caption: from actual wiggling, but this definition gives it to us for free.2687 #+name: wiggling2688 #+begin_listing clojure2689 #+begin_src clojure2690 (defn fft [nums]2691 (map2692 #(.getReal %)2693 (.transform2694 (FastFourierTransformer. DftNormalization/STANDARD)2695 (double-array nums) TransformType/FORWARD)))2697 (def indexed (partial map-indexed vector))2699 (defn max-indexed [s]2700 (first (sort-by (comp - second) (indexed s))))2702 (defn wiggling?2703 "Is the worm wiggling?"2704 [experiences]2705 (let [analysis-interval 0x40]2706 (when (> (count experiences) analysis-interval)2707 (let [a-flex 32708 a-ex 22709 muscle-activity2710 (map :muscle (vector:last-n experiences analysis-interval))2711 base-activity2712 (map #(- (% a-flex) (% a-ex)) muscle-activity)]2713 (= 22714 (first2715 (max-indexed2716 (map #(Math/abs %)2717 (take 20 (fft base-activity))))))))))2718 #+end_src2719 #+end_listing2721 With these action predicates, I can now recognize the actions of2722 the worm while it is moving under my control and I have access to2723 all the worm's senses.2725 #+caption: Use the action predicates defined earlier to report on2726 #+caption: what the worm is doing while in simulation.2727 #+name: report-worm-activity2728 #+begin_listing clojure2729 #+begin_src clojure2730 (defn debug-experience2731 [experiences text]2732 (cond2733 (grand-circle? experiences) (.setText text "Grand Circle")2734 (curled? experiences) (.setText text "Curled")2735 (wiggling? experiences) (.setText text "Wiggling")2736 (resting? experiences) (.setText text "Resting")))2737 #+end_src2738 #+end_listing2740 #+caption: Using =debug-experience=, the body-centered predicates2741 #+caption: work together to classify the behaviour of the worm.2742 #+caption: the predicates are operating with access to the worm's2743 #+caption: full sensory data.2744 #+name: basic-worm-view2745 #+ATTR_LaTeX: :width 10cm2746 [[./images/worm-identify-init.png]]2748 These action predicates satisfy the recognition requirement of an2749 empathic recognition system. There is power in the simplicity of2750 the action predicates. They describe their actions without getting2751 confused in visual details of the worm. Each one is frame2752 independent, but more than that, they are each indepent of2753 irrelevant visual details of the worm and the environment. They2754 will work regardless of whether the worm is a different color or2755 hevaily textured, or if the environment has strange lighting.2757 The trick now is to make the action predicates work even when the2758 sensory data on which they depend is absent. If I can do that, then2759 I will have gained much,2761 ** \Phi-space describes the worm's experiences2763 As a first step towards building empathy, I need to gather all of2764 the worm's experiences during free play. I use a simple vector to2765 store all the experiences.2767 Each element of the experience vector exists in the vast space of2768 all possible worm-experiences. Most of this vast space is actually2769 unreachable due to physical constraints of the worm's body. For2770 example, the worm's segments are connected by hinge joints that put2771 a practical limit on the worm's range of motions without limiting2772 its degrees of freedom. Some groupings of senses are impossible;2773 the worm can not be bent into a circle so that its ends are2774 touching and at the same time not also experience the sensation of2775 touching itself.2777 As the worm moves around during free play and its experience vector2778 grows larger, the vector begins to define a subspace which is all2779 the sensations the worm can practicaly experience during normal2780 operation. I call this subspace \Phi-space, short for2781 physical-space. The experience vector defines a path through2782 \Phi-space. This path has interesting properties that all derive2783 from physical embodiment. The proprioceptive components are2784 completely smooth, because in order for the worm to move from one2785 position to another, it must pass through the intermediate2786 positions. The path invariably forms loops as actions are repeated.2787 Finally and most importantly, proprioception actually gives very2788 strong inference about the other senses. For example, when the worm2789 is flat, you can infer that it is touching the ground and that its2790 muscles are not active, because if the muscles were active, the2791 worm would be moving and would not be perfectly flat. In order to2792 stay flat, the worm has to be touching the ground, or it would2793 again be moving out of the flat position due to gravity. If the2794 worm is positioned in such a way that it interacts with itself,2795 then it is very likely to be feeling the same tactile feelings as2796 the last time it was in that position, because it has the same body2797 as then. If you observe multiple frames of proprioceptive data,2798 then you can become increasingly confident about the exact2799 activations of the worm's muscles, because it generally takes a2800 unique combination of muscle contractions to transform the worm's2801 body along a specific path through \Phi-space.2803 There is a simple way of taking \Phi-space and the total ordering2804 provided by an experience vector and reliably infering the rest of2805 the senses.2807 ** Empathy is the process of tracing though \Phi-space2809 Here is the core of a basic empathy algorithm, starting with an2810 experience vector:2812 First, group the experiences into tiered proprioceptive bins. I use2813 powers of 10 and 3 bins, and the smallest bin has an approximate2814 size of 0.001 radians in all proprioceptive dimensions.2816 Then, given a sequence of proprioceptive input, generate a set of2817 matching experience records for each input, using the tiered2818 proprioceptive bins.2820 Finally, to infer sensory data, select the longest consective chain2821 of experiences. Conecutive experience means that the experiences2822 appear next to each other in the experience vector.2824 This algorithm has three advantages:2826 1. It's simple2828 3. It's very fast -- retrieving possible interpretations takes2829 constant time. Tracing through chains of interpretations takes2830 time proportional to the average number of experiences in a2831 proprioceptive bin. Redundant experiences in \Phi-space can be2832 merged to save computation.2834 2. It protects from wrong interpretations of transient ambiguous2835 proprioceptive data. For example, if the worm is flat for just2836 an instant, this flattness will not be interpreted as implying2837 that the worm has its muscles relaxed, since the flattness is2838 part of a longer chain which includes a distinct pattern of2839 muscle activation. Markov chains or other memoryless statistical2840 models that operate on individual frames may very well make this2841 mistake.2843 #+caption: Program to convert an experience vector into a2844 #+caption: proprioceptively binned lookup function.2845 #+name: bin2846 #+begin_listing clojure2847 #+begin_src clojure2848 (defn bin [digits]2849 (fn [angles]2850 (->> angles2851 (flatten)2852 (map (juxt #(Math/sin %) #(Math/cos %)))2853 (flatten)2854 (mapv #(Math/round (* % (Math/pow 10 (dec digits))))))))2856 (defn gen-phi-scan2857 "Nearest-neighbors with binning. Only returns a result if2858 the propriceptive data is within 10% of a previously recorded2859 result in all dimensions."2860 [phi-space]2861 (let [bin-keys (map bin [3 2 1])2862 bin-maps2863 (map (fn [bin-key]2864 (group-by2865 (comp bin-key :proprioception phi-space)2866 (range (count phi-space)))) bin-keys)2867 lookups (map (fn [bin-key bin-map]2868 (fn [proprio] (bin-map (bin-key proprio))))2869 bin-keys bin-maps)]2870 (fn lookup [proprio-data]2871 (set (some #(% proprio-data) lookups)))))2872 #+end_src2873 #+end_listing2875 #+caption: =longest-thread= finds the longest path of consecutive2876 #+caption: experiences to explain proprioceptive worm data.2877 #+name: phi-space-history-scan2878 #+ATTR_LaTeX: :width 10cm2879 [[./images/aurellem-gray.png]]2881 =longest-thread= infers sensory data by stitching together pieces2882 from previous experience. It prefers longer chains of previous2883 experience to shorter ones. For example, during training the worm2884 might rest on the ground for one second before it performs its2885 excercises. If during recognition the worm rests on the ground for2886 five seconds, =longest-thread= will accomodate this five second2887 rest period by looping the one second rest chain five times.2889 =longest-thread= takes time proportinal to the average number of2890 entries in a proprioceptive bin, because for each element in the2891 starting bin it performes a series of set lookups in the preceeding2892 bins. If the total history is limited, then this is only a constant2893 multiple times the number of entries in the starting bin. This2894 analysis also applies even if the action requires multiple longest2895 chains -- it's still the average number of entries in a2896 proprioceptive bin times the desired chain length. Because2897 =longest-thread= is so efficient and simple, I can interpret2898 worm-actions in real time.2900 #+caption: Program to calculate empathy by tracing though \Phi-space2901 #+caption: and finding the longest (ie. most coherent) interpretation2902 #+caption: of the data.2903 #+name: longest-thread2904 #+begin_listing clojure2905 #+begin_src clojure2906 (defn longest-thread2907 "Find the longest thread from phi-index-sets. The index sets should2908 be ordered from most recent to least recent."2909 [phi-index-sets]2910 (loop [result '()2911 [thread-bases & remaining :as phi-index-sets] phi-index-sets]2912 (if (empty? phi-index-sets)2913 (vec result)2914 (let [threads2915 (for [thread-base thread-bases]2916 (loop [thread (list thread-base)2917 remaining remaining]2918 (let [next-index (dec (first thread))]2919 (cond (empty? remaining) thread2920 (contains? (first remaining) next-index)2921 (recur2922 (cons next-index thread) (rest remaining))2923 :else thread))))2924 longest-thread2925 (reduce (fn [thread-a thread-b]2926 (if (> (count thread-a) (count thread-b))2927 thread-a thread-b))2928 '(nil)2929 threads)]2930 (recur (concat longest-thread result)2931 (drop (count longest-thread) phi-index-sets))))))2932 #+end_src2933 #+end_listing2935 There is one final piece, which is to replace missing sensory data2936 with a best-guess estimate. While I could fill in missing data by2937 using a gradient over the closest known sensory data points,2938 averages can be misleading. It is certainly possible to create an2939 impossible sensory state by averaging two possible sensory states.2940 Therefore, I simply replicate the most recent sensory experience to2941 fill in the gaps.2943 #+caption: Fill in blanks in sensory experience by replicating the most2944 #+caption: recent experience.2945 #+name: infer-nils2946 #+begin_listing clojure2947 #+begin_src clojure2948 (defn infer-nils2949 "Replace nils with the next available non-nil element in the2950 sequence, or barring that, 0."2951 [s]2952 (loop [i (dec (count s))2953 v (transient s)]2954 (if (zero? i) (persistent! v)2955 (if-let [cur (v i)]2956 (if (get v (dec i) 0)2957 (recur (dec i) v)2958 (recur (dec i) (assoc! v (dec i) cur)))2959 (recur i (assoc! v i 0))))))2960 #+end_src2961 #+end_listing2963 ** =EMPATH= recognizes actions efficiently2965 To use =EMPATH= with the worm, I first need to gather a set of2966 experiences from the worm that includes the actions I want to2967 recognize. The =generate-phi-space= program (listing2968 \ref{generate-phi-space} runs the worm through a series of2969 exercices and gatheres those experiences into a vector. The2970 =do-all-the-things= program is a routine expressed in a simple2971 muscle contraction script language for automated worm control. It2972 causes the worm to rest, curl, and wiggle over about 700 frames2973 (approx. 11 seconds).2975 #+caption: Program to gather the worm's experiences into a vector for2976 #+caption: further processing. The =motor-control-program= line uses2977 #+caption: a motor control script that causes the worm to execute a series2978 #+caption: of ``exercices'' that include all the action predicates.2979 #+name: generate-phi-space2980 #+begin_listing clojure2981 #+begin_src clojure2982 (def do-all-the-things2983 (concat2984 curl-script2985 [[300 :d-ex 40]2986 [320 :d-ex 0]]2987 (shift-script 280 (take 16 wiggle-script))))2989 (defn generate-phi-space []2990 (let [experiences (atom [])]2991 (run-world2992 (apply-map2993 worm-world2994 (merge2995 (worm-world-defaults)2996 {:end-frame 7002997 :motor-control2998 (motor-control-program worm-muscle-labels do-all-the-things)2999 :experiences experiences})))3000 @experiences))3001 #+end_src3002 #+end_listing3004 #+caption: Use longest thread and a phi-space generated from a short3005 #+caption: exercise routine to interpret actions during free play.3006 #+name: empathy-debug3007 #+begin_listing clojure3008 #+begin_src clojure3009 (defn init []3010 (def phi-space (generate-phi-space))3011 (def phi-scan (gen-phi-scan phi-space)))3013 (defn empathy-demonstration []3014 (let [proprio (atom ())]3015 (fn3016 [experiences text]3017 (let [phi-indices (phi-scan (:proprioception (peek experiences)))]3018 (swap! proprio (partial cons phi-indices))3019 (let [exp-thread (longest-thread (take 300 @proprio))3020 empathy (mapv phi-space (infer-nils exp-thread))]3021 (println-repl (vector:last-n exp-thread 22))3022 (cond3023 (grand-circle? empathy) (.setText text "Grand Circle")3024 (curled? empathy) (.setText text "Curled")3025 (wiggling? empathy) (.setText text "Wiggling")3026 (resting? empathy) (.setText text "Resting")3027 :else (.setText text "Unknown")))))))3029 (defn empathy-experiment [record]3030 (.start (worm-world :experience-watch (debug-experience-phi)3031 :record record :worm worm*)))3032 #+end_src3033 #+end_listing3035 The result of running =empathy-experiment= is that the system is3036 generally able to interpret worm actions using the action-predicates3037 on simulated sensory data just as well as with actual data. Figure3038 \ref{empathy-debug-image} was generated using =empathy-experiment=:3040 #+caption: From only proprioceptive data, =EMPATH= was able to infer3041 #+caption: the complete sensory experience and classify four poses3042 #+caption: (The last panel shows a composite image of \emph{wriggling},3043 #+caption: a dynamic pose.)3044 #+name: empathy-debug-image3045 #+ATTR_LaTeX: :width 10cm :placement [H]3046 [[./images/empathy-1.png]]3048 One way to measure the performance of =EMPATH= is to compare the3049 sutiability of the imagined sense experience to trigger the same3050 action predicates as the real sensory experience.3052 #+caption: Determine how closely empathy approximates actual3053 #+caption: sensory data.3054 #+name: test-empathy-accuracy3055 #+begin_listing clojure3056 #+begin_src clojure3057 (def worm-action-label3058 (juxt grand-circle? curled? wiggling?))3060 (defn compare-empathy-with-baseline [matches]3061 (let [proprio (atom ())]3062 (fn3063 [experiences text]3064 (let [phi-indices (phi-scan (:proprioception (peek experiences)))]3065 (swap! proprio (partial cons phi-indices))3066 (let [exp-thread (longest-thread (take 300 @proprio))3067 empathy (mapv phi-space (infer-nils exp-thread))3068 experience-matches-empathy3069 (= (worm-action-label experiences)3070 (worm-action-label empathy))]3071 (println-repl experience-matches-empathy)3072 (swap! matches #(conj % experience-matches-empathy)))))))3074 (defn accuracy [v]3075 (float (/ (count (filter true? v)) (count v))))3077 (defn test-empathy-accuracy []3078 (let [res (atom [])]3079 (run-world3080 (worm-world :experience-watch3081 (compare-empathy-with-baseline res)3082 :worm worm*))3083 (accuracy @res)))3084 #+end_src3085 #+end_listing3087 Running =test-empathy-accuracy= using the very short exercise3088 program defined in listing \ref{generate-phi-space}, and then doing3089 a similar pattern of activity manually yeilds an accuracy of around3090 73%. This is based on very limited worm experience. By training the3091 worm for longer, the accuracy dramatically improves.3093 #+caption: Program to generate \Phi-space using manual training.3094 #+name: manual-phi-space3095 #+begin_listing clojure3096 #+begin_src clojure3097 (defn init-interactive []3098 (def phi-space3099 (let [experiences (atom [])]3100 (run-world3101 (apply-map3102 worm-world3103 (merge3104 (worm-world-defaults)3105 {:experiences experiences})))3106 @experiences))3107 (def phi-scan (gen-phi-scan phi-space)))3108 #+end_src3109 #+end_listing3111 After about 1 minute of manual training, I was able to achieve 95%3112 accuracy on manual testing of the worm using =init-interactive= and3113 =test-empathy-accuracy=. The majority of errors are near the3114 boundaries of transitioning from one type of action to another.3115 During these transitions the exact label for the action is more open3116 to interpretation, and dissaggrement between empathy and experience3117 is more excusable.3119 ** Digression: Learn touch sensor layout through free play3121 In the previous section I showed how to compute actions in terms of3122 body-centered predicates which relied averate touch activation of3123 pre-defined regions of the worm's skin. What if, instead of3124 recieving touch pre-grouped into the six faces of each worm3125 segment, the true topology of the worm's skin was unknown? This is3126 more similiar to how a nerve fiber bundle might be arranged. While3127 two fibers that are close in a nerve bundle /might/ correspond to3128 two touch sensors that are close together on the skin, the process3129 of taking a complicated surface and forcing it into essentially a3130 circle requires some cuts and rerragenments.3132 In this section I show how to automatically learn the skin-topology of3133 a worm segment by free exploration. As the worm rolls around on the3134 floor, large sections of its surface get activated. If the worm has3135 stopped moving, then whatever region of skin that is touching the3136 floor is probably an important region, and should be recorded.3138 #+caption: Program to detect whether the worm is in a resting state3139 #+caption: with one face touching the floor.3140 #+name: pure-touch3141 #+begin_listing clojure3142 #+begin_src clojure3143 (def full-contact [(float 0.0) (float 0.1)])3145 (defn pure-touch?3146 "This is worm specific code to determine if a large region of touch3147 sensors is either all on or all off."3148 [[coords touch :as touch-data]]3149 (= (set (map first touch)) (set full-contact)))3150 #+end_src3151 #+end_listing3153 After collecting these important regions, there will many nearly3154 similiar touch regions. While for some purposes the subtle3155 differences between these regions will be important, for my3156 purposes I colapse them into mostly non-overlapping sets using3157 =remove-similiar= in listing \ref{remove-similiar}3159 #+caption: Program to take a lits of set of points and ``collapse them''3160 #+caption: so that the remaining sets in the list are siginificantly3161 #+caption: different from each other. Prefer smaller sets to larger ones.3162 #+name: remove-similiar3163 #+begin_listing clojure3164 #+begin_src clojure3165 (defn remove-similar3166 [coll]3167 (loop [result () coll (sort-by (comp - count) coll)]3168 (if (empty? coll) result3169 (let [[x & xs] coll3170 c (count x)]3171 (if (some3172 (fn [other-set]3173 (let [oc (count other-set)]3174 (< (- (count (union other-set x)) c) (* oc 0.1))))3175 xs)3176 (recur result xs)3177 (recur (cons x result) xs))))))3178 #+end_src3179 #+end_listing3181 Actually running this simulation is easy given =CORTEX='s facilities.3183 #+caption: Collect experiences while the worm moves around. Filter the touch3184 #+caption: sensations by stable ones, collapse similiar ones together,3185 #+caption: and report the regions learned.3186 #+name: learn-touch3187 #+begin_listing clojure3188 #+begin_src clojure3189 (defn learn-touch-regions []3190 (let [experiences (atom [])3191 world (apply-map3192 worm-world3193 (assoc (worm-segment-defaults)3194 :experiences experiences))]3195 (run-world world)3196 (->>3197 @experiences3198 (drop 175)3199 ;; access the single segment's touch data3200 (map (comp first :touch))3201 ;; only deal with "pure" touch data to determine surfaces3202 (filter pure-touch?)3203 ;; associate coordinates with touch values3204 (map (partial apply zipmap))3205 ;; select those regions where contact is being made3206 (map (partial group-by second))3207 (map #(get % full-contact))3208 (map (partial map first))3209 ;; remove redundant/subset regions3210 (map set)3211 remove-similar)))3213 (defn learn-and-view-touch-regions []3214 (map view-touch-region3215 (learn-touch-regions)))3216 #+end_src3217 #+end_listing3219 The only thing remining to define is the particular motion the worm3220 must take. I accomplish this with a simple motor control program.3222 #+caption: Motor control program for making the worm roll on the ground.3223 #+caption: This could also be replaced with random motion.3224 #+name: worm-roll3225 #+begin_listing clojure3226 #+begin_src clojure3227 (defn touch-kinesthetics []3228 [[170 :lift-1 40]3229 [190 :lift-1 19]3230 [206 :lift-1 0]3232 [400 :lift-2 40]3233 [410 :lift-2 0]3235 [570 :lift-2 40]3236 [590 :lift-2 21]3237 [606 :lift-2 0]3239 [800 :lift-1 30]3240 [809 :lift-1 0]3242 [900 :roll-2 40]3243 [905 :roll-2 20]3244 [910 :roll-2 0]3246 [1000 :roll-2 40]3247 [1005 :roll-2 20]3248 [1010 :roll-2 0]3250 [1100 :roll-2 40]3251 [1105 :roll-2 20]3252 [1110 :roll-2 0]3253 ])3254 #+end_src3255 #+end_listing3258 #+caption: The small worm rolls around on the floor, driven3259 #+caption: by the motor control program in listing \ref{worm-roll}.3260 #+name: worm-roll3261 #+ATTR_LaTeX: :width 12cm3262 [[./images/worm-roll.png]]3265 #+caption: After completing its adventures, the worm now knows3266 #+caption: how its touch sensors are arranged along its skin. These3267 #+caption: are the regions that were deemed important by3268 #+caption: =learn-touch-regions=. Note that the worm has discovered3269 #+caption: that it has six sides.3270 #+name: worm-touch-map3271 #+ATTR_LaTeX: :width 12cm3272 [[./images/touch-learn.png]]3274 While simple, =learn-touch-regions= exploits regularities in both3275 the worm's physiology and the worm's environment to correctly3276 deduce that the worm has six sides. Note that =learn-touch-regions=3277 would work just as well even if the worm's touch sense data were3278 completely scrambled. The cross shape is just for convienence. This3279 example justifies the use of pre-defined touch regions in =EMPATH=.3281 * Contributions3283 In this thesis you have seen the =CORTEX= system, a complete3284 environment for creating simulated creatures. You have seen how to3285 implement five senses: touch, proprioception, hearing, vision, and3286 muscle tension. You have seen how to create new creatues using3287 blender, a 3D modeling tool. I hope that =CORTEX= will be useful in3288 further research projects. To this end I have included the full3289 source to =CORTEX= along with a large suite of tests and examples. I3290 have also created a user guide for =CORTEX= which is inculded in an3291 appendix to this thesis \ref{}.3292 # dxh: todo reference appendix3294 You have also seen how I used =CORTEX= as a platform to attach the3295 /action recognition/ problem, which is the problem of recognizing3296 actions in video. You saw a simple system called =EMPATH= which3297 ientifies actions by first describing actions in a body-centerd,3298 rich sense language, then infering a full range of sensory3299 experience from limited data using previous experience gained from3300 free play.3302 As a minor digression, you also saw how I used =CORTEX= to enable a3303 tiny worm to discover the topology of its skin simply by rolling on3304 the ground.3306 In conclusion, the main contributions of this thesis are:3308 - =CORTEX=, a system for creating simulated creatures with rich3309 senses.3310 - =EMPATH=, a program for recognizing actions by imagining sensory3311 experience.3313 # An anatomical joke:3314 # - Training3315 # - Skeletal imitation3316 # - Sensory fleshing-out3317 # - Classification3318 #+BEGIN_LaTeX3319 \appendix3320 #+END_LaTeX3321 * Appendix: =CORTEX= User Guide3323 Those who write a thesis should endeavor to make their code not only3324 accessable, but actually useable, as a way to pay back the community3325 that made the thesis possible in the first place. This thesis would3326 not be possible without Free Software such as jMonkeyEngine3,3327 Blender, clojure, emacs, ffmpeg, and many other tools. That is why I3328 have included this user guide, in the hope that someone else might3329 find =CORTEX= useful.3331 ** Obtaining =CORTEX=3333 You can get cortex from its mercurial repository at3334 http://hg.bortreb.com/cortex. You may also download =CORTEX=3335 releases at http://aurellem.org/cortex/releases/. As a condition of3336 making this thesis, I have also provided Professor Winston the3337 =CORTEX= source, and he knows how to run the demos and get started.3338 You may also email me at =cortex@aurellem.org= and I may help where3339 I can.3341 ** Running =CORTEX=3343 =CORTEX= comes with README and INSTALL files that will guide you3344 through installation and running the test suite. In particular you3345 should look at test =cortex.test= which contains test suites that3346 run through all senses and multiple creatures.3348 ** Creating creatures3350 Creatures are created using /Blender/, a free 3D modeling program.3351 You will need Blender version 2.6 when using the =CORTEX= included3352 in this thesis. You create a =CORTEX= creature in a similiar manner3353 to modeling anything in Blender, except that you also create3354 several trees of empty nodes which define the creature's senses.3356 *** Mass3358 To give an object mass in =CORTEX=, add a ``mass'' metadata label3359 to the object with the mass in jMonkeyEngine units. Note that3360 setting the mass to 0 causes the object to be immovable.3362 *** Joints3364 Joints are created by creating an empty node named =joints= and3365 then creating any number of empty child nodes to represent your3366 creature's joints. The joint will automatically connect the3367 closest two physical objects. It will help to set the empty node's3368 display mode to ``Arrows'' so that you can clearly see the3369 direction of the axes.3371 Joint nodes should have the following metadata under the ``joint''3372 label:3374 #+BEGIN_SRC clojure3375 ;; ONE OF the following, under the label "joint":3376 {:type :point}3378 ;; OR3380 {:type :hinge3381 :limit [<limit-low> <limit-high>]3382 :axis (Vector3f. <x> <y> <z>)}3383 ;;(:axis defaults to (Vector3f. 1 0 0) if not provided for hinge joints)3385 ;; OR3387 {:type :cone3388 :limit-xz <lim-xz>3389 :limit-xy <lim-xy>3390 :twist <lim-twist>} ;(use XZY rotation mode in blender!)3391 #+END_SRC3393 *** Eyes3395 Eyes are created by creating an empty node named =eyes= and then3396 creating any number of empty child nodes to represent your3397 creature's eyes.3399 Eye nodes should have the following metadata under the ``eye''3400 label:3402 #+BEGIN_SRC clojure3403 {:red <red-retina-definition>3404 :blue <blue-retina-definition>3405 :green <green-retina-definition>3406 :all <all-retina-definition>3407 (<0xrrggbb> <custom-retina-image>)...3408 }3409 #+END_SRC3411 Any of the color channels may be omitted. You may also include3412 your own color selectors, and in fact :red is equivalent to3413 0xFF0000 and so forth. The eye will be placed at the same position3414 as the empty node and will bind to the neatest physical object.3415 The eye will point outward from the X-axis of the node, and ``up''3416 will be in the direction of the X-axis of the node. It will help3417 to set the empty node's display mode to ``Arrows'' so that you can3418 clearly see the direction of the axes.3420 Each retina file should contain white pixels whever you want to be3421 sensitive to your chosen color. If you want the entire field of3422 view, specify :all of 0xFFFFFF and a retinal map that is entirely3423 white.3425 Here is a sample retinal map:3427 #+caption: An example retinal profile image. White pixels are3428 #+caption: photo-sensitive elements. The distribution of white3429 #+caption: pixels is denser in the middle and falls off at the3430 #+caption: edges and is inspired by the human retina.3431 #+name: retina3432 #+ATTR_LaTeX: :width 7cm :placement [H]3433 [[./images/retina-small.png]]3435 *** Hearing3437 Ears are created by creating an empty node named =ears= and then3438 creating any number of empty child nodes to represent your3439 creature's ears.3441 Ear nodes do not require any metadata.3443 The ear will bind to and follow the closest physical node.3445 *** Touch3447 Touch is handled similarly to mass. To make a particular object3448 touch sensitive, add metadata of the following form under the3449 object's ``touch'' metadata field:3451 #+BEGIN_EXAMPLE3452 <touch-UV-map-file-name>3453 #+END_EXAMPLE3455 You may also include an optional ``scale'' metadata number to3456 specifiy the length of the touch feelers. The default is $0.1$,3457 and this is generally sufficient.3459 The touch UV should contain white pixels for each touch sensor.3461 Here is an example touch-uv map that approximates a human finger,3462 and its corresponding model.3464 #+caption: This is the tactile-sensor-profile for the upper segment3465 #+caption: of a fingertip. It defines regions of high touch sensitivity3466 #+caption: (where there are many white pixels) and regions of low3467 #+caption: sensitivity (where white pixels are sparse).3468 #+name: guide-fingertip-UV3469 #+ATTR_LaTeX: :width 9cm :placement [H]3470 [[./images/finger-UV.png]]3472 #+caption: The fingertip UV-image form above applied to a simple3473 #+caption: model of a fingertip.3474 #+name: guide-fingertip3475 #+ATTR_LaTeX: :width 9cm :placement [H]3476 [[./images/finger-2.png]]3478 *** Propriocepotion3480 Proprioception is tied to each joint node -- nothing special must3481 be done in a blender model to enable proprioception other than3482 creating joint nodes.3484 *** Muscles3486 Muscles are created by creating an empty node named =muscles= and3487 then creating any number of empty child nodes to represent your3488 creature's muscles.3491 Muscle nodes should have the following metadata under the3492 ``muscle'' label:3494 #+BEGIN_EXAMPLE3495 <muscle-profile-file-name>3496 #+END_EXAMPLE3498 Muscles should also have a ``strength'' metadata entry describing3499 the muscle's total strength at full activation.3501 Muscle profiles are simple images that contain the relative amount3502 of muscle power in each simulated alpha motor neuron. The width of3503 the image is the total size of the motor pool, and the redness of3504 each neuron is the relative power of that motor pool.3506 While the profile image can have any dimensions, only the first3507 line of pixels is used to define the muscle. Here is a sample3508 muscle profile image that defines a human-like muscle.3510 #+caption: A muscle profile image that describes the strengths3511 #+caption: of each motor neuron in a muscle. White is weakest3512 #+caption: and dark red is strongest. This particular pattern3513 #+caption: has weaker motor neurons at the beginning, just3514 #+caption: like human muscle.3515 #+name: muscle-recruit3516 #+ATTR_LaTeX: :width 7cm :placement [H]3517 [[./images/basic-muscle.png]]3519 Muscles twist the nearest physical object about the muscle node's3520 Z-axis. I recommend using the ``Single Arrow'' display mode for3521 muscles and using the right hand rule to determine which way the3522 muscle will twist. To make a segment that can twist in multiple3523 directions, create multiple, differently aligned muscles.3525 ** =CORTEX= API3527 These are the some functions exposed by =CORTEX= for creating3528 worlds and simulating creatures. These are in addition to3529 jMonkeyEngine3's extensive library, which is documented elsewhere.3531 *** Simulation3532 - =(world root-node key-map setup-fn update-fn)= :: create3533 a simulation.3534 - /root-node/ :: a =com.jme3.scene.Node= object which3535 contains all of the objects that should be in the3536 simulation.3538 - /key-map/ :: a map from strings describing keys to3539 functions that should be executed whenever that key is3540 pressed. the functions should take a SimpleApplication3541 object and a boolean value. The SimpleApplication is the3542 current simulation that is running, and the boolean is true3543 if the key is being pressed, and false if it is being3544 released. As an example,3545 #+BEGIN_SRC clojure3546 {"key-j" (fn [game value] (if value (println "key j pressed")))}3547 #+END_SRC3548 is a valid key-map which will cause the simulation to print3549 a message whenever the 'j' key on the keyboard is pressed.3551 - /setup-fn/ :: a function that takes a =SimpleApplication=3552 object. It is called once when initializing the simulation.3553 Use it to create things like lights, change the gravity,3554 initialize debug nodes, etc.3556 - /update-fn/ :: this function takes a =SimpleApplication=3557 object and a float and is called every frame of the3558 simulation. The float tells how many seconds is has been3559 since the last frame was rendered, according to whatever3560 clock jme is currently using. The default is to use IsoTimer3561 which will result in this value always being the same.3563 - =(position-camera world position rotation)= :: set the position3564 of the simulation's main camera.3566 - =(enable-debug world)= :: turn on debug wireframes for each3567 simulated object.3569 - =(set-gravity world gravity)= :: set the gravity of a running3570 simulation.3572 - =(box length width height & {options})= :: create a box in the3573 simulation. Options is a hash map specifying texture, mass,3574 etc. Possible options are =:name=, =:color=, =:mass=,3575 =:friction=, =:texture=, =:material=, =:position=,3576 =:rotation=, =:shape=, and =:physical?=.3578 - =(sphere radius & {options})= :: create a sphere in the simulation.3579 Options are the same as in =box=.3581 - =(load-blender-model file-name)= :: create a node structure3582 representing that described in a blender file.3584 - =(light-up-everything world)= :: distribute a standard compliment3585 of lights throught the simulation. Should be adequate for most3586 purposes.3588 - =(node-seq node)= :: return a recursuve list of the node's3589 children.3591 - =(nodify name children)= :: construct a node given a node-name and3592 desired children.3594 - =(add-element world element)= :: add an object to a running world3595 simulation.3597 - =(set-accuracy world accuracy)= :: change the accuracy of the3598 world's physics simulator.3600 - =(asset-manager)= :: get an /AssetManager/, a jMonkeyEngine3601 construct that is useful for loading textures and is required3602 for smooth interaction with jMonkeyEngine library functions.3604 - =(load-bullet)= :: unpack native libraries and initialize3605 blender. This function is required before other world building3606 functions are called.3608 *** Creature Manipulation / Import3610 - =(body! creature)= :: give the creature a physical body.3612 - =(vision! creature)= :: give the creature a sense of vision.3613 Returns a list of functions which will each, when called3614 during a simulation, return the vision data for the channel of3615 one of the eyes. The functions are ordered depending on the3616 alphabetical order of the names of the eye nodes in the3617 blender file. The data returned by the functions is a vector3618 containing the eye's /topology/, a vector of coordinates, and3619 the eye's /data/, a vector of RGB values filtered by the eye's3620 sensitivity.3622 - =(hearing! creature)= :: give the creature a sense of hearing.3623 Returns a list of functions, one for each ear, that when3624 called will return a frame's worth of hearing data for that3625 ear. The functions are ordered depending on the alphabetical3626 order of the names of the ear nodes in the blender file. The3627 data returned by the functions is an array PCM encoded wav3628 data.3630 - =(touch! creature)= :: give the creature a sense of touch. Returns3631 a single function that must be called with the /root node/ of3632 the world, and which will return a vector of /touch-data/3633 one entry for each touch sensitive component, each entry of3634 which contains a /topology/ that specifies the distribution of3635 touch sensors, and the /data/, which is a vector of3636 =[activation, length]= pairs for each touch hair.3638 - =(proprioception! creature)= :: give the creature the sense of3639 proprioception. Returns a list of functions, one for each3640 joint, that when called during a running simulation will3641 report the =[headnig, pitch, roll]= of the joint.3643 - =(movement! creature)= :: give the creature the power of movement.3644 Creates a list of functions, one for each muscle, that when3645 called with an integer, will set the recruitment of that3646 muscle to that integer, and will report the current power3647 being exerted by the muscle. Order of muscles is determined by3648 the alphabetical sort order of the names of the muscle nodes.3650 *** Visualization/Debug3652 - =(view-vision)= :: create a function that when called with a list3653 of visual data returned from the functions made by =vision!=,3654 will display that visual data on the screen.3656 - =(view-hearing)= :: same as =view-vision= but for hearing.3658 - =(view-touch)= :: same as =view-vision= but for touch.3660 - =(view-proprioception)= :: same as =view-vision= but for3661 proprioception.3663 - =(view-movement)= :: same as =view-vision= but for3664 proprioception.3666 - =(view anything)= :: =view= is a polymorphic function that allows3667 you to inspect almost anything you could reasonably expect to3668 be able to ``see'' in =CORTEX=.3670 - =(text anything)= :: =text= is a polymorphic function that allows3671 you to convert practically anything into a text string.3673 - =(println-repl anything)= :: print messages to clojure's repl3674 instead of the simulation's terminal window.3676 - =(mega-import-jme3)= :: for experimenting at the REPL. This3677 function will import all jMonkeyEngine3 classes for immediate3678 use.3680 - =(display-dialated-time world timer)= :: Shows the time as it is3681 flowing in the simulation on a HUD display.