Mercurial > cortex
view thesis/cortex.org @ 466:da311eefbb09
finish body -- needs more work, but whatever.
author | Robert McIntyre <rlm@mit.edu> |
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date | Fri, 28 Mar 2014 13:16:37 -0400 |
parents | e4104ce9105c |
children | ade64947d2bf |
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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]]28 * COMMENT Empathy and Embodiment as problem solving strategies30 By the end of this thesis, you will have seen a novel approach to31 interpreting video using embodiment and empathy. You will have also32 seen one way to efficiently implement empathy for embodied33 creatures. Finally, you will become familiar with =CORTEX=, a system34 for designing and simulating creatures with rich senses, which you35 may choose to use in your own research.37 This is the core vision of my thesis: That one of the important ways38 in which we understand others is by imagining ourselves in their39 position and emphatically feeling experiences relative to our own40 bodies. By understanding events in terms of our own previous41 corporeal experience, we greatly constrain the possibilities of what42 would otherwise be an unwieldy exponential search. This extra43 constraint can be the difference between easily understanding what44 is happening in a video and being completely lost in a sea of45 incomprehensible color and movement.47 ** Recognizing actions in video is extremely difficult49 Consider for example the problem of determining what is happening50 in a video of which this is one frame:52 #+caption: A cat drinking some water. Identifying this action is53 #+caption: beyond the state of the art for computers.54 #+ATTR_LaTeX: :width 7cm55 [[./images/cat-drinking.jpg]]57 It is currently impossible for any computer program to reliably58 label such a video as ``drinking''. And rightly so -- it is a very59 hard problem! What features can you describe in terms of low level60 functions of pixels that can even begin to describe at a high level61 what is happening here?63 Or suppose that you are building a program that recognizes chairs.64 How could you ``see'' the chair in figure \ref{hidden-chair}?66 #+caption: The chair in this image is quite obvious to humans, but I67 #+caption: doubt that any modern computer vision program can find it.68 #+name: hidden-chair69 #+ATTR_LaTeX: :width 10cm70 [[./images/fat-person-sitting-at-desk.jpg]]72 Finally, how is it that you can easily tell the difference between73 how the girls /muscles/ are working in figure \ref{girl}?75 #+caption: The mysterious ``common sense'' appears here as you are able76 #+caption: to discern the difference in how the girl's arm muscles77 #+caption: are activated between the two images.78 #+name: girl79 #+ATTR_LaTeX: :width 7cm80 [[./images/wall-push.png]]82 Each of these examples tells us something about what might be going83 on in our minds as we easily solve these recognition problems.85 The hidden chairs show us that we are strongly triggered by cues86 relating to the position of human bodies, and that we can determine87 the overall physical configuration of a human body even if much of88 that body is occluded.90 The picture of the girl pushing against the wall tells us that we91 have common sense knowledge about the kinetics of our own bodies.92 We know well how our muscles would have to work to maintain us in93 most positions, and we can easily project this self-knowledge to94 imagined positions triggered by images of the human body.96 ** =EMPATH= neatly solves recognition problems98 I propose a system that can express the types of recognition99 problems above in a form amenable to computation. It is split into100 four parts:102 - Free/Guided Play :: The creature moves around and experiences the103 world through its unique perspective. Many otherwise104 complicated actions are easily described in the language of a105 full suite of body-centered, rich senses. For example,106 drinking is the feeling of water sliding down your throat, and107 cooling your insides. It's often accompanied by bringing your108 hand close to your face, or bringing your face close to water.109 Sitting down is the feeling of bending your knees, activating110 your quadriceps, then feeling a surface with your bottom and111 relaxing your legs. These body-centered action descriptions112 can be either learned or hard coded.113 - Posture Imitation :: When trying to interpret a video or image,114 the creature takes a model of itself and aligns it with115 whatever it sees. This alignment can even cross species, as116 when humans try to align themselves with things like ponies,117 dogs, or other humans with a different body type.118 - Empathy :: The alignment triggers associations with119 sensory data from prior experiences. For example, the120 alignment itself easily maps to proprioceptive data. Any121 sounds or obvious skin contact in the video can to a lesser122 extent trigger previous experience. Segments of previous123 experiences are stitched together to form a coherent and124 complete sensory portrait of the scene.125 - Recognition :: With the scene described in terms of first126 person sensory events, the creature can now run its127 action-identification programs on this synthesized sensory128 data, just as it would if it were actually experiencing the129 scene first-hand. If previous experience has been accurately130 retrieved, and if it is analogous enough to the scene, then131 the creature will correctly identify the action in the scene.133 For example, I think humans are able to label the cat video as134 ``drinking'' because they imagine /themselves/ as the cat, and135 imagine putting their face up against a stream of water and136 sticking out their tongue. In that imagined world, they can feel137 the cool water hitting their tongue, and feel the water entering138 their body, and are able to recognize that /feeling/ as drinking.139 So, the label of the action is not really in the pixels of the140 image, but is found clearly in a simulation inspired by those141 pixels. An imaginative system, having been trained on drinking and142 non-drinking examples and learning that the most important143 component of drinking is the feeling of water sliding down one's144 throat, would analyze a video of a cat drinking in the following145 manner:147 1. Create a physical model of the video by putting a ``fuzzy''148 model of its own body in place of the cat. Possibly also create149 a simulation of the stream of water.151 2. Play out this simulated scene and generate imagined sensory152 experience. This will include relevant muscle contractions, a153 close up view of the stream from the cat's perspective, and most154 importantly, the imagined feeling of water entering the155 mouth. The imagined sensory experience can come from a156 simulation of the event, but can also be pattern-matched from157 previous, similar embodied experience.159 3. The action is now easily identified as drinking by the sense of160 taste alone. The other senses (such as the tongue moving in and161 out) help to give plausibility to the simulated action. Note that162 the sense of vision, while critical in creating the simulation,163 is not critical for identifying the action from the simulation.165 For the chair examples, the process is even easier:167 1. Align a model of your body to the person in the image.169 2. Generate proprioceptive sensory data from this alignment.171 3. Use the imagined proprioceptive data as a key to lookup related172 sensory experience associated with that particular proproceptive173 feeling.175 4. Retrieve the feeling of your bottom resting on a surface, your176 knees bent, and your leg muscles relaxed.178 5. This sensory information is consistent with the =sitting?=179 sensory predicate, so you (and the entity in the image) must be180 sitting.182 6. There must be a chair-like object since you are sitting.184 Empathy offers yet another alternative to the age-old AI185 representation question: ``What is a chair?'' --- A chair is the186 feeling of sitting.188 My program, =EMPATH= uses this empathic problem solving technique189 to interpret the actions of a simple, worm-like creature.191 #+caption: The worm performs many actions during free play such as192 #+caption: curling, wiggling, and resting.193 #+name: worm-intro194 #+ATTR_LaTeX: :width 15cm195 [[./images/worm-intro-white.png]]197 #+caption: =EMPATH= recognized and classified each of these198 #+caption: poses by inferring the complete sensory experience199 #+caption: from proprioceptive data.200 #+name: worm-recognition-intro201 #+ATTR_LaTeX: :width 15cm202 [[./images/worm-poses.png]]204 One powerful advantage of empathic problem solving is that it205 factors the action recognition problem into two easier problems. To206 use empathy, you need an /aligner/, which takes the video and a207 model of your body, and aligns the model with the video. Then, you208 need a /recognizer/, which uses the aligned model to interpret the209 action. The power in this method lies in the fact that you describe210 all actions form a body-centered viewpoint. You are less tied to211 the particulars of any visual representation of the actions. If you212 teach the system what ``running'' is, and you have a good enough213 aligner, the system will from then on be able to recognize running214 from any point of view, even strange points of view like above or215 underneath the runner. This is in contrast to action recognition216 schemes that try to identify actions using a non-embodied approach.217 If these systems learn about running as viewed from the side, they218 will not automatically be able to recognize running from any other219 viewpoint.221 Another powerful advantage is that using the language of multiple222 body-centered rich senses to describe body-centerd actions offers a223 massive boost in descriptive capability. Consider how difficult it224 would be to compose a set of HOG filters to describe the action of225 a simple worm-creature ``curling'' so that its head touches its226 tail, and then behold the simplicity of describing thus action in a227 language designed for the task (listing \ref{grand-circle-intro}):229 #+caption: Body-centerd actions are best expressed in a body-centered230 #+caption: language. This code detects when the worm has curled into a231 #+caption: full circle. Imagine how you would replicate this functionality232 #+caption: using low-level pixel features such as HOG filters!233 #+name: grand-circle-intro234 #+attr_latex: [htpb]235 #+begin_listing clojure236 #+begin_src clojure237 (defn grand-circle?238 "Does the worm form a majestic circle (one end touching the other)?"239 [experiences]240 (and (curled? experiences)241 (let [worm-touch (:touch (peek experiences))242 tail-touch (worm-touch 0)243 head-touch (worm-touch 4)]244 (and (< 0.2 (contact worm-segment-bottom-tip tail-touch))245 (< 0.2 (contact worm-segment-top-tip head-touch))))))246 #+end_src247 #+end_listing250 ** =CORTEX= is a toolkit for building sensate creatures252 I built =CORTEX= to be a general AI research platform for doing253 experiments involving multiple rich senses and a wide variety and254 number of creatures. I intend it to be useful as a library for many255 more projects than just this thesis. =CORTEX= was necessary to meet256 a need among AI researchers at CSAIL and beyond, which is that257 people often will invent neat ideas that are best expressed in the258 language of creatures and senses, but in order to explore those259 ideas they must first build a platform in which they can create260 simulated creatures with rich senses! There are many ideas that261 would be simple to execute (such as =EMPATH=), but attached to them262 is the multi-month effort to make a good creature simulator. Often,263 that initial investment of time proves to be too much, and the264 project must make do with a lesser environment.266 =CORTEX= is well suited as an environment for embodied AI research267 for three reasons:269 - You can create new creatures using Blender, a popular 3D modeling270 program. Each sense can be specified using special blender nodes271 with biologically inspired paramaters. You need not write any272 code to create a creature, and can use a wide library of273 pre-existing blender models as a base for your own creatures.275 - =CORTEX= implements a wide variety of senses, including touch,276 proprioception, vision, hearing, and muscle tension. Complicated277 senses like touch, and vision involve multiple sensory elements278 embedded in a 2D surface. You have complete control over the279 distribution of these sensor elements through the use of simple280 png image files. In particular, =CORTEX= implements more281 comprehensive hearing than any other creature simulation system282 available.284 - =CORTEX= supports any number of creatures and any number of285 senses. Time in =CORTEX= dialates so that the simulated creatures286 always precieve a perfectly smooth flow of time, regardless of287 the actual computational load.289 =CORTEX= is built on top of =jMonkeyEngine3=, which is a video game290 engine designed to create cross-platform 3D desktop games. =CORTEX=291 is mainly written in clojure, a dialect of =LISP= that runs on the292 java virtual machine (JVM). The API for creating and simulating293 creatures and senses is entirely expressed in clojure, though many294 senses are implemented at the layer of jMonkeyEngine or below. For295 example, for the sense of hearing I use a layer of clojure code on296 top of a layer of java JNI bindings that drive a layer of =C++=297 code which implements a modified version of =OpenAL= to support298 multiple listeners. =CORTEX= is the only simulation environment299 that I know of that can support multiple entities that can each300 hear the world from their own perspective. Other senses also301 require a small layer of Java code. =CORTEX= also uses =bullet=, a302 physics simulator written in =C=.304 #+caption: Here is the worm from above modeled in Blender, a free305 #+caption: 3D-modeling program. Senses and joints are described306 #+caption: using special nodes in Blender.307 #+name: worm-recognition-intro308 #+ATTR_LaTeX: :width 12cm309 [[./images/blender-worm.png]]311 Here are some thing I anticipate that =CORTEX= might be used for:313 - exploring new ideas about sensory integration314 - distributed communication among swarm creatures315 - self-learning using free exploration,316 - evolutionary algorithms involving creature construction317 - exploration of exoitic senses and effectors that are not possible318 in the real world (such as telekenisis or a semantic sense)319 - imagination using subworlds321 During one test with =CORTEX=, I created 3,000 creatures each with322 their own independent senses and ran them all at only 1/80 real323 time. In another test, I created a detailed model of my own hand,324 equipped with a realistic distribution of touch (more sensitive at325 the fingertips), as well as eyes and ears, and it ran at around 1/4326 real time.328 #+BEGIN_LaTeX329 \begin{sidewaysfigure}330 \includegraphics[width=9.5in]{images/full-hand.png}331 \caption{332 I modeled my own right hand in Blender and rigged it with all the333 senses that {\tt CORTEX} supports. My simulated hand has a334 biologically inspired distribution of touch sensors. The senses are335 displayed on the right, and the simulation is displayed on the336 left. Notice that my hand is curling its fingers, that it can see337 its own finger from the eye in its palm, and that it can feel its338 own thumb touching its palm.}339 \end{sidewaysfigure}340 #+END_LaTeX342 ** Contributions344 - I built =CORTEX=, a comprehensive platform for embodied AI345 experiments. =CORTEX= supports many features lacking in other346 systems, such proper simulation of hearing. It is easy to create347 new =CORTEX= creatures using Blender, a free 3D modeling program.349 - I built =EMPATH=, which uses =CORTEX= to identify the actions of350 a worm-like creature using a computational model of empathy.352 * Building =CORTEX=354 I intend for =CORTEX= to be used as a general purpose library for355 building creatures and outfitting them with senses, so that it will356 be useful for other researchers who want to test out ideas of their357 own. To this end, wherver I have had to make archetictural choices358 about =CORTEX=, I have chosen to give as much freedom to the user as359 possible, so that =CORTEX= may be used for things I have not360 forseen.362 ** COMMENT Simulation or Reality?364 The most important archetictural decision of all is the choice to365 use a computer-simulated environemnt in the first place! The world366 is a vast and rich place, and for now simulations are a very poor367 reflection of its complexity. It may be that there is a significant368 qualatative difference between dealing with senses in the real369 world and dealing with pale facilimilies of them in a370 simulation. What are the advantages and disadvantages of a371 simulation vs. reality?373 *** Simulation375 The advantages of virtual reality are that when everything is a376 simulation, experiments in that simulation are absolutely377 reproducible. It's also easier to change the character and world378 to explore new situations and different sensory combinations.380 If the world is to be simulated on a computer, then not only do381 you have to worry about whether the character's senses are rich382 enough to learn from the world, but whether the world itself is383 rendered with enough detail and realism to give enough working384 material to the character's senses. To name just a few385 difficulties facing modern physics simulators: destructibility of386 the environment, simulation of water/other fluids, large areas,387 nonrigid bodies, lots of objects, smoke. I don't know of any388 computer simulation that would allow a character to take a rock389 and grind it into fine dust, then use that dust to make a clay390 sculpture, at least not without spending years calculating the391 interactions of every single small grain of dust. Maybe a392 simulated world with today's limitations doesn't provide enough393 richness for real intelligence to evolve.395 *** Reality397 The other approach for playing with senses is to hook your398 software up to real cameras, microphones, robots, etc., and let it399 loose in the real world. This has the advantage of eliminating400 concerns about simulating the world at the expense of increasing401 the complexity of implementing the senses. Instead of just402 grabbing the current rendered frame for processing, you have to403 use an actual camera with real lenses and interact with photons to404 get an image. It is much harder to change the character, which is405 now partly a physical robot of some sort, since doing so involves406 changing things around in the real world instead of modifying407 lines of code. While the real world is very rich and definitely408 provides enough stimulation for intelligence to develop as409 evidenced by our own existence, it is also uncontrollable in the410 sense that a particular situation cannot be recreated perfectly or411 saved for later use. It is harder to conduct science because it is412 harder to repeat an experiment. The worst thing about using the413 real world instead of a simulation is the matter of time. Instead414 of simulated time you get the constant and unstoppable flow of415 real time. This severely limits the sorts of software you can use416 to program the AI because all sense inputs must be handled in real417 time. Complicated ideas may have to be implemented in hardware or418 may simply be impossible given the current speed of our419 processors. Contrast this with a simulation, in which the flow of420 time in the simulated world can be slowed down to accommodate the421 limitations of the character's programming. In terms of cost,422 doing everything in software is far cheaper than building custom423 real-time hardware. All you need is a laptop and some patience.425 ** COMMENT Because of Time, simulation is perferable to reality427 I envision =CORTEX= being used to support rapid prototyping and428 iteration of ideas. Even if I could put together a well constructed429 kit for creating robots, it would still not be enough because of430 the scourge of real-time processing. Anyone who wants to test their431 ideas in the real world must always worry about getting their432 algorithms to run fast enough to process information in real time.433 The need for real time processing only increases if multiple senses434 are involved. In the extreme case, even simple algorithms will have435 to be accelerated by ASIC chips or FPGAs, turning what would436 otherwise be a few lines of code and a 10x speed penality into a437 multi-month ordeal. For this reason, =CORTEX= supports438 /time-dialiation/, which scales back the framerate of the439 simulation in proportion to the amount of processing each frame.440 From the perspective of the creatures inside the simulation, time441 always appears to flow at a constant rate, regardless of how442 complicated the envorimnent becomes or how many creatures are in443 the simulation. The cost is that =CORTEX= can sometimes run slower444 than real time. This can also be an advantage, however ---445 simulations of very simple creatures in =CORTEX= generally run at446 40x on my machine!448 ** COMMENT Video game engines are a great starting point450 I did not need to write my own physics simulation code or shader to451 build =CORTEX=. Doing so would lead to a system that is impossible452 for anyone but myself to use anyway. Instead, I use a video game453 engine as a base and modify it to accomodate the additional needs454 of =CORTEX=. Video game engines are an ideal starting point to455 build =CORTEX=, because they are not far from being creature456 building systems themselves.458 First off, general purpose video game engines come with a physics459 engine and lighting / sound system. The physics system provides460 tools that can be co-opted to serve as touch, proprioception, and461 muscles. Since some games support split screen views, a good video462 game engine will allow you to efficiently create multiple cameras463 in the simulated world that can be used as eyes. Video game systems464 offer integrated asset management for things like textures and465 creatures models, providing an avenue for defining creatures.466 Finally, because video game engines support a large number of467 users, if I don't stray too far from the base system, other468 researchers can turn to this community for help when doing their469 research.471 ** COMMENT =CORTEX= is based on jMonkeyEngine3473 While preparing to build =CORTEX= I studied several video game474 engines to see which would best serve as a base. The top contenders475 were:477 - [[http://www.idsoftware.com][Quake II]]/[[http://www.bytonic.de/html/jake2.html][Jake2]] :: The Quake II engine was designed by ID478 software in 1997. All the source code was released by ID479 software into the Public Domain several years ago, and as a480 result it has been ported to many different languages. This481 engine was famous for its advanced use of realistic shading482 and had decent and fast physics simulation. The main advantage483 of the Quake II engine is its simplicity, but I ultimately484 rejected it because the engine is too tied to the concept of a485 first-person shooter game. One of the problems I had was that486 there does not seem to be any easy way to attach multiple487 cameras to a single character. There are also several physics488 clipping issues that are corrected in a way that only applies489 to the main character and do not apply to arbitrary objects.491 - [[http://source.valvesoftware.com/][Source Engine]] :: The Source Engine evolved from the Quake II492 and Quake I engines and is used by Valve in the Half-Life493 series of games. The physics simulation in the Source Engine494 is quite accurate and probably the best out of all the engines495 I investigated. There is also an extensive community actively496 working with the engine. However, applications that use the497 Source Engine must be written in C++, the code is not open, it498 only runs on Windows, and the tools that come with the SDK to499 handle models and textures are complicated and awkward to use.501 - [[http://jmonkeyengine.com/][jMonkeyEngine3]] :: jMonkeyEngine3 is a new library for creating502 games in Java. It uses OpenGL to render to the screen and uses503 screengraphs to avoid drawing things that do not appear on the504 screen. It has an active community and several games in the505 pipeline. The engine was not built to serve any particular506 game but is instead meant to be used for any 3D game.508 I chose jMonkeyEngine3 because it because it had the most features509 out of all the free projects I looked at, and because I could then510 write my code in clojure, an implementation of =LISP= that runs on511 the JVM.513 ** Bodies are composed of segments connected by joints515 For the simple worm-like creatures I will use later on in this516 thesis, I could define a simple API in =CORTEX= that would allow517 one to create boxes, spheres, etc., and leave that API as the sole518 way to create creatures. However, for =CORTEX= to truly be useful519 for other projects, it needs to have a way to construct complicated520 creatures. If possible, it would be nice to leverage work that has521 already been done by the community of 3D modelers, or at least522 enable people who are talented at moedling but not programming to523 design =CORTEX= creatures.525 Therefore, I use Blender, a free 3D modeling program, as the main526 way to create creatures in =CORTEX=. However, the creatures modeled527 in Blender must also be simple to simulate in jMonkeyEngine3's game528 engine, and must also be easy to rig with =CORTEX='s senses.530 While trying to find a good compromise for body-design, one option531 I ultimately rejected is to use blender's [[http://wiki.blender.org/index.php/Doc:2.6/Manual/Rigging/Armatures][armature]] system. The idea532 would have been to define a mesh which describes the creature's533 entire body. To this you add a skeleton which deforms this mesh534 (called rigging). This technique is used extensively to model535 humans and create realistic animations. It is not a good technique536 for physical simulation, because deformable surfaces are hard to537 model. Humans work like a squishy bag with some hard bones to give538 it shape. The bones are easy to simulate physically, but they539 interact with thr world though the skin, which is contiguous, but540 does not have a constant shape. In order to simulate skin you need541 some way to continuously update the physical model of the skin542 along with the movement of the bones. Given that bullet is543 optimized for rigid, solid objects, this leads to unmanagable544 computation and incorrect simulation.546 Instead of using the human-like ``deformable bag of bones''547 approach, I decided to base my body plans on multiple solid objects548 that are connected by joints, inspired by the robot =EVE= from the549 movie WALL-E.551 #+caption: =EVE= from the movie WALL-E. This body plan turns552 #+caption: out to be much better suited to my purposes than a more553 #+caption: human-like one.554 #+ATTR_LaTeX: :width 10cm555 [[./images/Eve.jpg]]557 =EVE='s body is composed of several rigid components that are held558 together by invisible joint constraints. This is what I mean by559 ``eve-like''. The main reason that I use eve-style bodies is for560 efficiency, and so that there will be correspondence between the561 AI's vision and the physical presence of its body. Each individual562 section is simulated by a separate rigid body that corresponds563 exactly with its visual representation and does not change.564 Sections are connected by invisible joints that are well supported565 in jMonkeyEngine3. Bullet, the physics backend for jMonkeyEngine3,566 can efficiently simulate hundreds of rigid bodies connected by567 joints. Sections do not have to stay as one piece forever; they can568 be dynamically replaced with multiple sections to simulate569 splitting in two. This could be used to simulate retractable claws570 or =EVE='s hands, which are able to coalesce into one object in the571 movie.573 *** Solidifying/Connecting the body575 Importing bodies from =CORTEX= into blender involves encoding576 metadata into the blender file that specifies the mass of each577 component and the joints by which those components are connected. I578 do this in Blender in two ways. First is by using the ``metadata''579 field of each solid object to specify the mass. Second is by using580 Blender ``empty nodes'' to specify the position and type of each581 joint. Empty nodes have no mass, physical presence, or appearance,582 but they can hold metadata and have names. I use a tree structure583 of empty nodes to specify joints. There is a parent node named584 ``joints'', and a series of empty child nodes of the ``joints''585 node that each represent a single joint.587 #+caption: View of the hand model in Blender showing the main ``joints''588 #+caption: node (highlighted in yellow) and its children which each589 #+caption: represent a joint in the hand. Each joint node has metadata590 #+caption: specifying what sort of joint it is.591 #+name: blender-hand592 #+ATTR_LaTeX: :width 10cm593 [[./images/hand-screenshot1.png]]596 =CORTEX= creates a creature in two steps: first, it traverses the597 nodes in the blender file and creates physical representations for598 any of them that have mass defined.600 #+caption: Program for iterating through the nodes in a blender file601 #+caption: and generating physical jMonkeyEngine3 objects with mass602 #+caption: and a matching physics shape.603 #+name: name604 #+begin_listing clojure605 #+begin_src clojure606 (defn physical!607 "Iterate through the nodes in creature and make them real physical608 objects in the simulation."609 [#^Node creature]610 (dorun611 (map612 (fn [geom]613 (let [physics-control614 (RigidBodyControl.615 (HullCollisionShape.616 (.getMesh geom))617 (if-let [mass (meta-data geom "mass")]618 (float mass) (float 1)))]619 (.addControl geom physics-control)))620 (filter #(isa? (class %) Geometry )621 (node-seq creature)))))622 #+end_src623 #+end_listing625 The next step to making a proper body is to connect those pieces626 together with joints. jMonkeyEngine has a large array of joints627 available via =bullet=, such as Point2Point, Cone, Hinge, and a628 generic Six Degree of Freedom joint, with or without spring629 restitution. =CORTEX='s procedure for binding the creature together630 with joints is as follows:632 - Find the children of the "joints" node.633 - Determine the two spatials the joint is meant to connect.634 - Create the joint based on the meta-data of the empty node.636 The higher order function =sense-nodes= from =cortex.sense=637 simplifies finding the joints based on their parent ``joints''638 node.640 #+caption: Retrieving the children empty nodes from a single641 #+caption: named empty node is a common pattern in =CORTEX=642 #+caption: further instances of this technique for the senses643 #+caption: will be omitted644 #+name: get-empty-nodes645 #+begin_listing clojure646 #+begin_src clojure647 (defn sense-nodes648 "For some senses there is a special empty blender node whose649 children are considered markers for an instance of that sense. This650 function generates functions to find those children, given the name651 of the special parent node."652 [parent-name]653 (fn [#^Node creature]654 (if-let [sense-node (.getChild creature parent-name)]655 (seq (.getChildren sense-node)) [])))657 (def658 ^{:doc "Return the children of the creature's \"joints\" node."659 :arglists '([creature])}660 joints661 (sense-nodes "joints"))662 #+end_src663 #+end_listing665 To find a joint's targets targets, =CORTEX= creates a small cube,666 centered around the empty-node, and grows the cube exponentially667 until it intersects two /physical/ objects. The objects are ordered668 according to the joint's rotation, with the first one being the669 object that has more negative coordinates in the joint's reference670 frame. Since the objects must be physical, the empty-node itself671 escapes detection. Because the objects must be physical,672 =joint-targets= must be called /after/ =physical!= is called.674 #+caption: Program to find the targets of a joint node by675 #+caption: exponentiallly growth of a search cube.676 #+name: joint-targets677 #+begin_listing clojure678 #+begin_src clojure679 (defn joint-targets680 "Return the two closest two objects to the joint object, ordered681 from bottom to top according to the joint's rotation."682 [#^Node parts #^Node joint]683 (loop [radius (float 0.01)]684 (let [results (CollisionResults.)]685 (.collideWith686 parts687 (BoundingBox. (.getWorldTranslation joint)688 radius radius radius) results)689 (let [targets690 (distinct691 (map #(.getGeometry %) results))]692 (if (>= (count targets) 2)693 (sort-by694 #(let [joint-ref-frame-position695 (jme-to-blender696 (.mult697 (.inverse (.getWorldRotation joint))698 (.subtract (.getWorldTranslation %)699 (.getWorldTranslation joint))))]700 (.dot (Vector3f. 1 1 1) joint-ref-frame-position))701 (take 2 targets))702 (recur (float (* radius 2))))))))703 #+end_src704 #+end_listing706 Once =CORTEX= finds all joints and targets, it creates them using a707 simple dispatch on the metadata of the joint node.709 #+caption: Program to dispatch on blender metadata and create joints710 #+caption: sutiable for physical simulation.711 #+name: joint-dispatch712 #+begin_listing clojure713 #+begin_src clojure714 (defmulti joint-dispatch715 "Translate blender pseudo-joints into real JME joints."716 (fn [constraints & _]717 (:type constraints)))719 (defmethod joint-dispatch :point720 [constraints control-a control-b pivot-a pivot-b rotation]721 (doto (SixDofJoint. control-a control-b pivot-a pivot-b false)722 (.setLinearLowerLimit Vector3f/ZERO)723 (.setLinearUpperLimit Vector3f/ZERO)))725 (defmethod joint-dispatch :hinge726 [constraints control-a control-b pivot-a pivot-b rotation]727 (let [axis (if-let [axis (:axis constraints)] axis Vector3f/UNIT_X)728 [limit-1 limit-2] (:limit constraints)729 hinge-axis (.mult rotation (blender-to-jme axis))]730 (doto (HingeJoint. control-a control-b pivot-a pivot-b731 hinge-axis hinge-axis)732 (.setLimit limit-1 limit-2))))734 (defmethod joint-dispatch :cone735 [constraints control-a control-b pivot-a pivot-b rotation]736 (let [limit-xz (:limit-xz constraints)737 limit-xy (:limit-xy constraints)738 twist (:twist constraints)]739 (doto (ConeJoint. control-a control-b pivot-a pivot-b740 rotation rotation)741 (.setLimit (float limit-xz) (float limit-xy)742 (float twist)))))743 #+end_src744 #+end_listing746 All that is left for joints it to combine the above pieces into a747 something that can operate on the collection of nodes that a748 blender file represents.750 #+caption: Program to completely create a joint given information751 #+caption: from a blender file.752 #+name: connect753 #+begin_listing clojure754 #+begin_src clojure755 (defn connect756 "Create a joint between 'obj-a and 'obj-b at the location of757 'joint. The type of joint is determined by the metadata on 'joint.759 Here are some examples:760 {:type :point}761 {:type :hinge :limit [0 (/ Math/PI 2)] :axis (Vector3f. 0 1 0)}762 (:axis defaults to (Vector3f. 1 0 0) if not provided for hinge joints)764 {:type :cone :limit-xz 0]765 :limit-xy 0]766 :twist 0]} (use XZY rotation mode in blender!)"767 [#^Node obj-a #^Node obj-b #^Node joint]768 (let [control-a (.getControl obj-a RigidBodyControl)769 control-b (.getControl obj-b RigidBodyControl)770 joint-center (.getWorldTranslation joint)771 joint-rotation (.toRotationMatrix (.getWorldRotation joint))772 pivot-a (world-to-local obj-a joint-center)773 pivot-b (world-to-local obj-b joint-center)]774 (if-let775 [constraints (map-vals eval (read-string (meta-data joint "joint")))]776 ;; A side-effect of creating a joint registers777 ;; it with both physics objects which in turn778 ;; will register the joint with the physics system779 ;; when the simulation is started.780 (joint-dispatch constraints781 control-a control-b782 pivot-a pivot-b783 joint-rotation))))784 #+end_src785 #+end_listing787 In general, whenever =CORTEX= exposes a sense (or in this case788 physicality), it provides a function of the type =sense!=, which789 takes in a collection of nodes and augments it to support that790 sense. The function returns any controlls necessary to use that791 sense. In this case =body!= cerates a physical body and returns no792 control functions.794 #+caption: Program to give joints to a creature.795 #+name: name796 #+begin_listing clojure797 #+begin_src clojure798 (defn joints!799 "Connect the solid parts of the creature with physical joints. The800 joints are taken from the \"joints\" node in the creature."801 [#^Node creature]802 (dorun803 (map804 (fn [joint]805 (let [[obj-a obj-b] (joint-targets creature joint)]806 (connect obj-a obj-b joint)))807 (joints creature))))808 (defn body!809 "Endow the creature with a physical body connected with joints. The810 particulars of the joints and the masses of each body part are811 determined in blender."812 [#^Node creature]813 (physical! creature)814 (joints! creature))815 #+end_src816 #+end_listing818 All of the code you have just seen amounts to only 130 lines, yet819 because it builds on top of Blender and jMonkeyEngine3, those few820 lines pack quite a punch!822 The hand from figure \ref{blender-hand}, which was modeled after my823 own right hand, can now be given joints and simulated as a824 creature.826 #+caption: With the ability to create physical creatures from blender,827 #+caption: =CORTEX= gets one step closer to a full creature simulation828 #+caption: environment.829 #+name: name830 #+ATTR_LaTeX: :width 15cm831 [[./images/physical-hand.png]]834 ** Eyes reuse standard video game components836 ** Hearing is hard; =CORTEX= does it right838 ** Touch uses hundreds of hair-like elements840 ** Proprioception is the sense that makes everything ``real''842 ** Muscles are both effectors and sensors844 ** =CORTEX= brings complex creatures to life!846 ** =CORTEX= enables many possiblities for further research848 * COMMENT Empathy in a simulated worm850 Here I develop a computational model of empathy, using =CORTEX= as a851 base. Empathy in this context is the ability to observe another852 creature and infer what sorts of sensations that creature is853 feeling. My empathy algorithm involves multiple phases. First is854 free-play, where the creature moves around and gains sensory855 experience. From this experience I construct a representation of the856 creature's sensory state space, which I call \Phi-space. Using857 \Phi-space, I construct an efficient function which takes the858 limited data that comes from observing another creature and enriches859 it full compliment of imagined sensory data. I can then use the860 imagined sensory data to recognize what the observed creature is861 doing and feeling, using straightforward embodied action predicates.862 This is all demonstrated with using a simple worm-like creature, and863 recognizing worm-actions based on limited data.865 #+caption: Here is the worm with which we will be working.866 #+caption: It is composed of 5 segments. Each segment has a867 #+caption: pair of extensor and flexor muscles. Each of the868 #+caption: worm's four joints is a hinge joint which allows869 #+caption: about 30 degrees of rotation to either side. Each segment870 #+caption: of the worm is touch-capable and has a uniform871 #+caption: distribution of touch sensors on each of its faces.872 #+caption: Each joint has a proprioceptive sense to detect873 #+caption: relative positions. The worm segments are all the874 #+caption: same except for the first one, which has a much875 #+caption: higher weight than the others to allow for easy876 #+caption: manual motor control.877 #+name: basic-worm-view878 #+ATTR_LaTeX: :width 10cm879 [[./images/basic-worm-view.png]]881 #+caption: Program for reading a worm from a blender file and882 #+caption: outfitting it with the senses of proprioception,883 #+caption: touch, and the ability to move, as specified in the884 #+caption: blender file.885 #+name: get-worm886 #+begin_listing clojure887 #+begin_src clojure888 (defn worm []889 (let [model (load-blender-model "Models/worm/worm.blend")]890 {:body (doto model (body!))891 :touch (touch! model)892 :proprioception (proprioception! model)893 :muscles (movement! model)}))894 #+end_src895 #+end_listing897 ** Embodiment factors action recognition into managable parts899 Using empathy, I divide the problem of action recognition into a900 recognition process expressed in the language of a full compliment901 of senses, and an imaganitive process that generates full sensory902 data from partial sensory data. Splitting the action recognition903 problem in this manner greatly reduces the total amount of work to904 recognize actions: The imaganitive process is mostly just matching905 previous experience, and the recognition process gets to use all906 the senses to directly describe any action.908 ** Action recognition is easy with a full gamut of senses910 Embodied representations using multiple senses such as touch,911 proprioception, and muscle tension turns out be be exceedingly912 efficient at describing body-centered actions. It is the ``right913 language for the job''. For example, it takes only around 5 lines914 of LISP code to describe the action of ``curling'' using embodied915 primitives. It takes about 10 lines to describe the seemingly916 complicated action of wiggling.918 The following action predicates each take a stream of sensory919 experience, observe however much of it they desire, and decide920 whether the worm is doing the action they describe. =curled?=921 relies on proprioception, =resting?= relies on touch, =wiggling?=922 relies on a fourier analysis of muscle contraction, and923 =grand-circle?= relies on touch and reuses =curled?= as a gaurd.925 #+caption: Program for detecting whether the worm is curled. This is the926 #+caption: simplest action predicate, because it only uses the last frame927 #+caption: of sensory experience, and only uses proprioceptive data. Even928 #+caption: this simple predicate, however, is automatically frame929 #+caption: independent and ignores vermopomorphic differences such as930 #+caption: worm textures and colors.931 #+name: curled932 #+attr_latex: [htpb]933 #+begin_listing clojure934 #+begin_src clojure935 (defn curled?936 "Is the worm curled up?"937 [experiences]938 (every?939 (fn [[_ _ bend]]940 (> (Math/sin bend) 0.64))941 (:proprioception (peek experiences))))942 #+end_src943 #+end_listing945 #+caption: Program for summarizing the touch information in a patch946 #+caption: of skin.947 #+name: touch-summary948 #+attr_latex: [htpb]950 #+begin_listing clojure951 #+begin_src clojure952 (defn contact953 "Determine how much contact a particular worm segment has with954 other objects. Returns a value between 0 and 1, where 1 is full955 contact and 0 is no contact."956 [touch-region [coords contact :as touch]]957 (-> (zipmap coords contact)958 (select-keys touch-region)959 (vals)960 (#(map first %))961 (average)962 (* 10)963 (- 1)964 (Math/abs)))965 #+end_src966 #+end_listing969 #+caption: Program for detecting whether the worm is at rest. This program970 #+caption: uses a summary of the tactile information from the underbelly971 #+caption: of the worm, and is only true if every segment is touching the972 #+caption: floor. Note that this function contains no references to973 #+caption: proprioction at all.974 #+name: resting975 #+attr_latex: [htpb]976 #+begin_listing clojure977 #+begin_src clojure978 (def worm-segment-bottom (rect-region [8 15] [14 22]))980 (defn resting?981 "Is the worm resting on the ground?"982 [experiences]983 (every?984 (fn [touch-data]985 (< 0.9 (contact worm-segment-bottom touch-data)))986 (:touch (peek experiences))))987 #+end_src988 #+end_listing990 #+caption: Program for detecting whether the worm is curled up into a991 #+caption: full circle. Here the embodied approach begins to shine, as992 #+caption: I am able to both use a previous action predicate (=curled?=)993 #+caption: as well as the direct tactile experience of the head and tail.994 #+name: grand-circle995 #+attr_latex: [htpb]996 #+begin_listing clojure997 #+begin_src clojure998 (def worm-segment-bottom-tip (rect-region [15 15] [22 22]))1000 (def worm-segment-top-tip (rect-region [0 15] [7 22]))1002 (defn grand-circle?1003 "Does the worm form a majestic circle (one end touching the other)?"1004 [experiences]1005 (and (curled? experiences)1006 (let [worm-touch (:touch (peek experiences))1007 tail-touch (worm-touch 0)1008 head-touch (worm-touch 4)]1009 (and (< 0.55 (contact worm-segment-bottom-tip tail-touch))1010 (< 0.55 (contact worm-segment-top-tip head-touch))))))1011 #+end_src1012 #+end_listing1015 #+caption: Program for detecting whether the worm has been wiggling for1016 #+caption: the last few frames. It uses a fourier analysis of the muscle1017 #+caption: contractions of the worm's tail to determine wiggling. This is1018 #+caption: signigicant because there is no particular frame that clearly1019 #+caption: indicates that the worm is wiggling --- only when multiple frames1020 #+caption: are analyzed together is the wiggling revealed. Defining1021 #+caption: wiggling this way also gives the worm an opportunity to learn1022 #+caption: and recognize ``frustrated wiggling'', where the worm tries to1023 #+caption: wiggle but can't. Frustrated wiggling is very visually different1024 #+caption: from actual wiggling, but this definition gives it to us for free.1025 #+name: wiggling1026 #+attr_latex: [htpb]1027 #+begin_listing clojure1028 #+begin_src clojure1029 (defn fft [nums]1030 (map1031 #(.getReal %)1032 (.transform1033 (FastFourierTransformer. DftNormalization/STANDARD)1034 (double-array nums) TransformType/FORWARD)))1036 (def indexed (partial map-indexed vector))1038 (defn max-indexed [s]1039 (first (sort-by (comp - second) (indexed s))))1041 (defn wiggling?1042 "Is the worm wiggling?"1043 [experiences]1044 (let [analysis-interval 0x40]1045 (when (> (count experiences) analysis-interval)1046 (let [a-flex 31047 a-ex 21048 muscle-activity1049 (map :muscle (vector:last-n experiences analysis-interval))1050 base-activity1051 (map #(- (% a-flex) (% a-ex)) muscle-activity)]1052 (= 21053 (first1054 (max-indexed1055 (map #(Math/abs %)1056 (take 20 (fft base-activity))))))))))1057 #+end_src1058 #+end_listing1060 With these action predicates, I can now recognize the actions of1061 the worm while it is moving under my control and I have access to1062 all the worm's senses.1064 #+caption: Use the action predicates defined earlier to report on1065 #+caption: what the worm is doing while in simulation.1066 #+name: report-worm-activity1067 #+attr_latex: [htpb]1068 #+begin_listing clojure1069 #+begin_src clojure1070 (defn debug-experience1071 [experiences text]1072 (cond1073 (grand-circle? experiences) (.setText text "Grand Circle")1074 (curled? experiences) (.setText text "Curled")1075 (wiggling? experiences) (.setText text "Wiggling")1076 (resting? experiences) (.setText text "Resting")))1077 #+end_src1078 #+end_listing1080 #+caption: Using =debug-experience=, the body-centered predicates1081 #+caption: work together to classify the behaviour of the worm.1082 #+caption: the predicates are operating with access to the worm's1083 #+caption: full sensory data.1084 #+name: basic-worm-view1085 #+ATTR_LaTeX: :width 10cm1086 [[./images/worm-identify-init.png]]1088 These action predicates satisfy the recognition requirement of an1089 empathic recognition system. There is power in the simplicity of1090 the action predicates. They describe their actions without getting1091 confused in visual details of the worm. Each one is frame1092 independent, but more than that, they are each indepent of1093 irrelevant visual details of the worm and the environment. They1094 will work regardless of whether the worm is a different color or1095 hevaily textured, or if the environment has strange lighting.1097 The trick now is to make the action predicates work even when the1098 sensory data on which they depend is absent. If I can do that, then1099 I will have gained much,1101 ** \Phi-space describes the worm's experiences1103 As a first step towards building empathy, I need to gather all of1104 the worm's experiences during free play. I use a simple vector to1105 store all the experiences.1107 Each element of the experience vector exists in the vast space of1108 all possible worm-experiences. Most of this vast space is actually1109 unreachable due to physical constraints of the worm's body. For1110 example, the worm's segments are connected by hinge joints that put1111 a practical limit on the worm's range of motions without limiting1112 its degrees of freedom. Some groupings of senses are impossible;1113 the worm can not be bent into a circle so that its ends are1114 touching and at the same time not also experience the sensation of1115 touching itself.1117 As the worm moves around during free play and its experience vector1118 grows larger, the vector begins to define a subspace which is all1119 the sensations the worm can practicaly experience during normal1120 operation. I call this subspace \Phi-space, short for1121 physical-space. The experience vector defines a path through1122 \Phi-space. This path has interesting properties that all derive1123 from physical embodiment. The proprioceptive components are1124 completely smooth, because in order for the worm to move from one1125 position to another, it must pass through the intermediate1126 positions. The path invariably forms loops as actions are repeated.1127 Finally and most importantly, proprioception actually gives very1128 strong inference about the other senses. For example, when the worm1129 is flat, you can infer that it is touching the ground and that its1130 muscles are not active, because if the muscles were active, the1131 worm would be moving and would not be perfectly flat. In order to1132 stay flat, the worm has to be touching the ground, or it would1133 again be moving out of the flat position due to gravity. If the1134 worm is positioned in such a way that it interacts with itself,1135 then it is very likely to be feeling the same tactile feelings as1136 the last time it was in that position, because it has the same body1137 as then. If you observe multiple frames of proprioceptive data,1138 then you can become increasingly confident about the exact1139 activations of the worm's muscles, because it generally takes a1140 unique combination of muscle contractions to transform the worm's1141 body along a specific path through \Phi-space.1143 There is a simple way of taking \Phi-space and the total ordering1144 provided by an experience vector and reliably infering the rest of1145 the senses.1147 ** Empathy is the process of tracing though \Phi-space1149 Here is the core of a basic empathy algorithm, starting with an1150 experience vector:1152 First, group the experiences into tiered proprioceptive bins. I use1153 powers of 10 and 3 bins, and the smallest bin has an approximate1154 size of 0.001 radians in all proprioceptive dimensions.1156 Then, given a sequence of proprioceptive input, generate a set of1157 matching experience records for each input, using the tiered1158 proprioceptive bins.1160 Finally, to infer sensory data, select the longest consective chain1161 of experiences. Conecutive experience means that the experiences1162 appear next to each other in the experience vector.1164 This algorithm has three advantages:1166 1. It's simple1168 3. It's very fast -- retrieving possible interpretations takes1169 constant time. Tracing through chains of interpretations takes1170 time proportional to the average number of experiences in a1171 proprioceptive bin. Redundant experiences in \Phi-space can be1172 merged to save computation.1174 2. It protects from wrong interpretations of transient ambiguous1175 proprioceptive data. For example, if the worm is flat for just1176 an instant, this flattness will not be interpreted as implying1177 that the worm has its muscles relaxed, since the flattness is1178 part of a longer chain which includes a distinct pattern of1179 muscle activation. Markov chains or other memoryless statistical1180 models that operate on individual frames may very well make this1181 mistake.1183 #+caption: Program to convert an experience vector into a1184 #+caption: proprioceptively binned lookup function.1185 #+name: bin1186 #+attr_latex: [htpb]1187 #+begin_listing clojure1188 #+begin_src clojure1189 (defn bin [digits]1190 (fn [angles]1191 (->> angles1192 (flatten)1193 (map (juxt #(Math/sin %) #(Math/cos %)))1194 (flatten)1195 (mapv #(Math/round (* % (Math/pow 10 (dec digits))))))))1197 (defn gen-phi-scan1198 "Nearest-neighbors with binning. Only returns a result if1199 the propriceptive data is within 10% of a previously recorded1200 result in all dimensions."1201 [phi-space]1202 (let [bin-keys (map bin [3 2 1])1203 bin-maps1204 (map (fn [bin-key]1205 (group-by1206 (comp bin-key :proprioception phi-space)1207 (range (count phi-space)))) bin-keys)1208 lookups (map (fn [bin-key bin-map]1209 (fn [proprio] (bin-map (bin-key proprio))))1210 bin-keys bin-maps)]1211 (fn lookup [proprio-data]1212 (set (some #(% proprio-data) lookups)))))1213 #+end_src1214 #+end_listing1216 #+caption: =longest-thread= finds the longest path of consecutive1217 #+caption: experiences to explain proprioceptive worm data.1218 #+name: phi-space-history-scan1219 #+ATTR_LaTeX: :width 10cm1220 [[./images/aurellem-gray.png]]1222 =longest-thread= infers sensory data by stitching together pieces1223 from previous experience. It prefers longer chains of previous1224 experience to shorter ones. For example, during training the worm1225 might rest on the ground for one second before it performs its1226 excercises. If during recognition the worm rests on the ground for1227 five seconds, =longest-thread= will accomodate this five second1228 rest period by looping the one second rest chain five times.1230 =longest-thread= takes time proportinal to the average number of1231 entries in a proprioceptive bin, because for each element in the1232 starting bin it performes a series of set lookups in the preceeding1233 bins. If the total history is limited, then this is only a constant1234 multiple times the number of entries in the starting bin. This1235 analysis also applies even if the action requires multiple longest1236 chains -- it's still the average number of entries in a1237 proprioceptive bin times the desired chain length. Because1238 =longest-thread= is so efficient and simple, I can interpret1239 worm-actions in real time.1241 #+caption: Program to calculate empathy by tracing though \Phi-space1242 #+caption: and finding the longest (ie. most coherent) interpretation1243 #+caption: of the data.1244 #+name: longest-thread1245 #+attr_latex: [htpb]1246 #+begin_listing clojure1247 #+begin_src clojure1248 (defn longest-thread1249 "Find the longest thread from phi-index-sets. The index sets should1250 be ordered from most recent to least recent."1251 [phi-index-sets]1252 (loop [result '()1253 [thread-bases & remaining :as phi-index-sets] phi-index-sets]1254 (if (empty? phi-index-sets)1255 (vec result)1256 (let [threads1257 (for [thread-base thread-bases]1258 (loop [thread (list thread-base)1259 remaining remaining]1260 (let [next-index (dec (first thread))]1261 (cond (empty? remaining) thread1262 (contains? (first remaining) next-index)1263 (recur1264 (cons next-index thread) (rest remaining))1265 :else thread))))1266 longest-thread1267 (reduce (fn [thread-a thread-b]1268 (if (> (count thread-a) (count thread-b))1269 thread-a thread-b))1270 '(nil)1271 threads)]1272 (recur (concat longest-thread result)1273 (drop (count longest-thread) phi-index-sets))))))1274 #+end_src1275 #+end_listing1277 There is one final piece, which is to replace missing sensory data1278 with a best-guess estimate. While I could fill in missing data by1279 using a gradient over the closest known sensory data points,1280 averages can be misleading. It is certainly possible to create an1281 impossible sensory state by averaging two possible sensory states.1282 Therefore, I simply replicate the most recent sensory experience to1283 fill in the gaps.1285 #+caption: Fill in blanks in sensory experience by replicating the most1286 #+caption: recent experience.1287 #+name: infer-nils1288 #+attr_latex: [htpb]1289 #+begin_listing clojure1290 #+begin_src clojure1291 (defn infer-nils1292 "Replace nils with the next available non-nil element in the1293 sequence, or barring that, 0."1294 [s]1295 (loop [i (dec (count s))1296 v (transient s)]1297 (if (zero? i) (persistent! v)1298 (if-let [cur (v i)]1299 (if (get v (dec i) 0)1300 (recur (dec i) v)1301 (recur (dec i) (assoc! v (dec i) cur)))1302 (recur i (assoc! v i 0))))))1303 #+end_src1304 #+end_listing1306 ** Efficient action recognition with =EMPATH=1308 To use =EMPATH= with the worm, I first need to gather a set of1309 experiences from the worm that includes the actions I want to1310 recognize. The =generate-phi-space= program (listing1311 \ref{generate-phi-space} runs the worm through a series of1312 exercices and gatheres those experiences into a vector. The1313 =do-all-the-things= program is a routine expressed in a simple1314 muscle contraction script language for automated worm control. It1315 causes the worm to rest, curl, and wiggle over about 700 frames1316 (approx. 11 seconds).1318 #+caption: Program to gather the worm's experiences into a vector for1319 #+caption: further processing. The =motor-control-program= line uses1320 #+caption: a motor control script that causes the worm to execute a series1321 #+caption: of ``exercices'' that include all the action predicates.1322 #+name: generate-phi-space1323 #+attr_latex: [htpb]1324 #+begin_listing clojure1325 #+begin_src clojure1326 (def do-all-the-things1327 (concat1328 curl-script1329 [[300 :d-ex 40]1330 [320 :d-ex 0]]1331 (shift-script 280 (take 16 wiggle-script))))1333 (defn generate-phi-space []1334 (let [experiences (atom [])]1335 (run-world1336 (apply-map1337 worm-world1338 (merge1339 (worm-world-defaults)1340 {:end-frame 7001341 :motor-control1342 (motor-control-program worm-muscle-labels do-all-the-things)1343 :experiences experiences})))1344 @experiences))1345 #+end_src1346 #+end_listing1348 #+caption: Use longest thread and a phi-space generated from a short1349 #+caption: exercise routine to interpret actions during free play.1350 #+name: empathy-debug1351 #+attr_latex: [htpb]1352 #+begin_listing clojure1353 #+begin_src clojure1354 (defn init []1355 (def phi-space (generate-phi-space))1356 (def phi-scan (gen-phi-scan phi-space)))1358 (defn empathy-demonstration []1359 (let [proprio (atom ())]1360 (fn1361 [experiences text]1362 (let [phi-indices (phi-scan (:proprioception (peek experiences)))]1363 (swap! proprio (partial cons phi-indices))1364 (let [exp-thread (longest-thread (take 300 @proprio))1365 empathy (mapv phi-space (infer-nils exp-thread))]1366 (println-repl (vector:last-n exp-thread 22))1367 (cond1368 (grand-circle? empathy) (.setText text "Grand Circle")1369 (curled? empathy) (.setText text "Curled")1370 (wiggling? empathy) (.setText text "Wiggling")1371 (resting? empathy) (.setText text "Resting")1372 :else (.setText text "Unknown")))))))1374 (defn empathy-experiment [record]1375 (.start (worm-world :experience-watch (debug-experience-phi)1376 :record record :worm worm*)))1377 #+end_src1378 #+end_listing1380 The result of running =empathy-experiment= is that the system is1381 generally able to interpret worm actions using the action-predicates1382 on simulated sensory data just as well as with actual data. Figure1383 \ref{empathy-debug-image} was generated using =empathy-experiment=:1385 #+caption: From only proprioceptive data, =EMPATH= was able to infer1386 #+caption: the complete sensory experience and classify four poses1387 #+caption: (The last panel shows a composite image of \emph{wriggling},1388 #+caption: a dynamic pose.)1389 #+name: empathy-debug-image1390 #+ATTR_LaTeX: :width 10cm :placement [H]1391 [[./images/empathy-1.png]]1393 One way to measure the performance of =EMPATH= is to compare the1394 sutiability of the imagined sense experience to trigger the same1395 action predicates as the real sensory experience.1397 #+caption: Determine how closely empathy approximates actual1398 #+caption: sensory data.1399 #+name: test-empathy-accuracy1400 #+attr_latex: [htpb]1401 #+begin_listing clojure1402 #+begin_src clojure1403 (def worm-action-label1404 (juxt grand-circle? curled? wiggling?))1406 (defn compare-empathy-with-baseline [matches]1407 (let [proprio (atom ())]1408 (fn1409 [experiences text]1410 (let [phi-indices (phi-scan (:proprioception (peek experiences)))]1411 (swap! proprio (partial cons phi-indices))1412 (let [exp-thread (longest-thread (take 300 @proprio))1413 empathy (mapv phi-space (infer-nils exp-thread))1414 experience-matches-empathy1415 (= (worm-action-label experiences)1416 (worm-action-label empathy))]1417 (println-repl experience-matches-empathy)1418 (swap! matches #(conj % experience-matches-empathy)))))))1420 (defn accuracy [v]1421 (float (/ (count (filter true? v)) (count v))))1423 (defn test-empathy-accuracy []1424 (let [res (atom [])]1425 (run-world1426 (worm-world :experience-watch1427 (compare-empathy-with-baseline res)1428 :worm worm*))1429 (accuracy @res)))1430 #+end_src1431 #+end_listing1433 Running =test-empathy-accuracy= using the very short exercise1434 program defined in listing \ref{generate-phi-space}, and then doing1435 a similar pattern of activity manually yeilds an accuracy of around1436 73%. This is based on very limited worm experience. By training the1437 worm for longer, the accuracy dramatically improves.1439 #+caption: Program to generate \Phi-space using manual training.1440 #+name: manual-phi-space1441 #+attr_latex: [htpb]1442 #+begin_listing clojure1443 #+begin_src clojure1444 (defn init-interactive []1445 (def phi-space1446 (let [experiences (atom [])]1447 (run-world1448 (apply-map1449 worm-world1450 (merge1451 (worm-world-defaults)1452 {:experiences experiences})))1453 @experiences))1454 (def phi-scan (gen-phi-scan phi-space)))1455 #+end_src1456 #+end_listing1458 After about 1 minute of manual training, I was able to achieve 95%1459 accuracy on manual testing of the worm using =init-interactive= and1460 =test-empathy-accuracy=. The majority of errors are near the1461 boundaries of transitioning from one type of action to another.1462 During these transitions the exact label for the action is more open1463 to interpretation, and dissaggrement between empathy and experience1464 is more excusable.1466 ** Digression: bootstrapping touch using free exploration1468 In the previous section I showed how to compute actions in terms of1469 body-centered predicates which relied averate touch activation of1470 pre-defined regions of the worm's skin. What if, instead of recieving1471 touch pre-grouped into the six faces of each worm segment, the true1472 topology of the worm's skin was unknown? This is more similiar to how1473 a nerve fiber bundle might be arranged. While two fibers that are1474 close in a nerve bundle /might/ correspond to two touch sensors that1475 are close together on the skin, the process of taking a complicated1476 surface and forcing it into essentially a circle requires some cuts1477 and rerragenments.1479 In this section I show how to automatically learn the skin-topology of1480 a worm segment by free exploration. As the worm rolls around on the1481 floor, large sections of its surface get activated. If the worm has1482 stopped moving, then whatever region of skin that is touching the1483 floor is probably an important region, and should be recorded.1485 #+caption: Program to detect whether the worm is in a resting state1486 #+caption: with one face touching the floor.1487 #+name: pure-touch1488 #+begin_listing clojure1489 #+begin_src clojure1490 (def full-contact [(float 0.0) (float 0.1)])1492 (defn pure-touch?1493 "This is worm specific code to determine if a large region of touch1494 sensors is either all on or all off."1495 [[coords touch :as touch-data]]1496 (= (set (map first touch)) (set full-contact)))1497 #+end_src1498 #+end_listing1500 After collecting these important regions, there will many nearly1501 similiar touch regions. While for some purposes the subtle1502 differences between these regions will be important, for my1503 purposes I colapse them into mostly non-overlapping sets using1504 =remove-similiar= in listing \ref{remove-similiar}1506 #+caption: Program to take a lits of set of points and ``collapse them''1507 #+caption: so that the remaining sets in the list are siginificantly1508 #+caption: different from each other. Prefer smaller sets to larger ones.1509 #+name: remove-similiar1510 #+begin_listing clojure1511 #+begin_src clojure1512 (defn remove-similar1513 [coll]1514 (loop [result () coll (sort-by (comp - count) coll)]1515 (if (empty? coll) result1516 (let [[x & xs] coll1517 c (count x)]1518 (if (some1519 (fn [other-set]1520 (let [oc (count other-set)]1521 (< (- (count (union other-set x)) c) (* oc 0.1))))1522 xs)1523 (recur result xs)1524 (recur (cons x result) xs))))))1525 #+end_src1526 #+end_listing1528 Actually running this simulation is easy given =CORTEX='s facilities.1530 #+caption: Collect experiences while the worm moves around. Filter the touch1531 #+caption: sensations by stable ones, collapse similiar ones together,1532 #+caption: and report the regions learned.1533 #+name: learn-touch1534 #+begin_listing clojure1535 #+begin_src clojure1536 (defn learn-touch-regions []1537 (let [experiences (atom [])1538 world (apply-map1539 worm-world1540 (assoc (worm-segment-defaults)1541 :experiences experiences))]1542 (run-world world)1543 (->>1544 @experiences1545 (drop 175)1546 ;; access the single segment's touch data1547 (map (comp first :touch))1548 ;; only deal with "pure" touch data to determine surfaces1549 (filter pure-touch?)1550 ;; associate coordinates with touch values1551 (map (partial apply zipmap))1552 ;; select those regions where contact is being made1553 (map (partial group-by second))1554 (map #(get % full-contact))1555 (map (partial map first))1556 ;; remove redundant/subset regions1557 (map set)1558 remove-similar)))1560 (defn learn-and-view-touch-regions []1561 (map view-touch-region1562 (learn-touch-regions)))1563 #+end_src1564 #+end_listing1566 The only thing remining to define is the particular motion the worm1567 must take. I accomplish this with a simple motor control program.1569 #+caption: Motor control program for making the worm roll on the ground.1570 #+caption: This could also be replaced with random motion.1571 #+name: worm-roll1572 #+begin_listing clojure1573 #+begin_src clojure1574 (defn touch-kinesthetics []1575 [[170 :lift-1 40]1576 [190 :lift-1 19]1577 [206 :lift-1 0]1579 [400 :lift-2 40]1580 [410 :lift-2 0]1582 [570 :lift-2 40]1583 [590 :lift-2 21]1584 [606 :lift-2 0]1586 [800 :lift-1 30]1587 [809 :lift-1 0]1589 [900 :roll-2 40]1590 [905 :roll-2 20]1591 [910 :roll-2 0]1593 [1000 :roll-2 40]1594 [1005 :roll-2 20]1595 [1010 :roll-2 0]1597 [1100 :roll-2 40]1598 [1105 :roll-2 20]1599 [1110 :roll-2 0]1600 ])1601 #+end_src1602 #+end_listing1605 #+caption: The small worm rolls around on the floor, driven1606 #+caption: by the motor control program in listing \ref{worm-roll}.1607 #+name: worm-roll1608 #+ATTR_LaTeX: :width 12cm1609 [[./images/worm-roll.png]]1612 #+caption: After completing its adventures, the worm now knows1613 #+caption: how its touch sensors are arranged along its skin. These1614 #+caption: are the regions that were deemed important by1615 #+caption: =learn-touch-regions=. Note that the worm has discovered1616 #+caption: that it has six sides.1617 #+name: worm-touch-map1618 #+ATTR_LaTeX: :width 12cm1619 [[./images/touch-learn.png]]1621 While simple, =learn-touch-regions= exploits regularities in both1622 the worm's physiology and the worm's environment to correctly1623 deduce that the worm has six sides. Note that =learn-touch-regions=1624 would work just as well even if the worm's touch sense data were1625 completely scrambled. The cross shape is just for convienence. This1626 example justifies the use of pre-defined touch regions in =EMPATH=.1628 * COMMENT Contributions1630 In this thesis you have seen the =CORTEX= system, a complete1631 environment for creating simulated creatures. You have seen how to1632 implement five senses including touch, proprioception, hearing,1633 vision, and muscle tension. You have seen how to create new creatues1634 using blender, a 3D modeling tool. I hope that =CORTEX= will be1635 useful in further research projects. To this end I have included the1636 full source to =CORTEX= along with a large suite of tests and1637 examples. I have also created a user guide for =CORTEX= which is1638 inculded in an appendix to this thesis.1640 You have also seen how I used =CORTEX= as a platform to attach the1641 /action recognition/ problem, which is the problem of recognizing1642 actions in video. You saw a simple system called =EMPATH= which1643 ientifies actions by first describing actions in a body-centerd,1644 rich sense language, then infering a full range of sensory1645 experience from limited data using previous experience gained from1646 free play.1648 As a minor digression, you also saw how I used =CORTEX= to enable a1649 tiny worm to discover the topology of its skin simply by rolling on1650 the ground.1652 In conclusion, the main contributions of this thesis are:1654 - =CORTEX=, a system for creating simulated creatures with rich1655 senses.1656 - =EMPATH=, a program for recognizing actions by imagining sensory1657 experience.1659 # An anatomical joke:1660 # - Training1661 # - Skeletal imitation1662 # - Sensory fleshing-out1663 # - Classification