view thesis/cortex.org @ 465:e4104ce9105c

working on body/joints.
author Robert McIntyre <rlm@mit.edu>
date Fri, 28 Mar 2014 11:08:32 -0400
parents 8bf4bb02ed05
children da311eefbb09
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1 #+title: =CORTEX=
2 #+author: Robert McIntyre
3 #+email: rlm@mit.edu
4 #+description: Using embodied AI to facilitate Artificial Imagination.
5 #+keywords: AI, clojure, embodiment
6 #+LaTeX_CLASS_OPTIONS: [nofloat]
8 * COMMENT templates
9 #+caption:
10 #+caption:
11 #+caption:
12 #+caption:
13 #+name: name
14 #+begin_listing clojure
15 #+begin_src clojure
16 #+end_src
17 #+end_listing
19 #+caption:
20 #+caption:
21 #+caption:
22 #+name: name
23 #+ATTR_LaTeX: :width 10cm
24 [[./images/Eve.jpg]]
28 * COMMENT Empathy and Embodiment as problem solving strategies
30 By the end of this thesis, you will have seen a novel approach to
31 interpreting video using embodiment and empathy. You will have also
32 seen one way to efficiently implement empathy for embodied
33 creatures. Finally, you will become familiar with =CORTEX=, a system
34 for designing and simulating creatures with rich senses, which you
35 may choose to use in your own research.
37 This is the core vision of my thesis: That one of the important ways
38 in which we understand others is by imagining ourselves in their
39 position and emphatically feeling experiences relative to our own
40 bodies. By understanding events in terms of our own previous
41 corporeal experience, we greatly constrain the possibilities of what
42 would otherwise be an unwieldy exponential search. This extra
43 constraint can be the difference between easily understanding what
44 is happening in a video and being completely lost in a sea of
45 incomprehensible color and movement.
47 ** Recognizing actions in video is extremely difficult
49 Consider for example the problem of determining what is happening
50 in a video of which this is one frame:
52 #+caption: A cat drinking some water. Identifying this action is
53 #+caption: beyond the state of the art for computers.
54 #+ATTR_LaTeX: :width 7cm
55 [[./images/cat-drinking.jpg]]
57 It is currently impossible for any computer program to reliably
58 label such a video as ``drinking''. And rightly so -- it is a very
59 hard problem! What features can you describe in terms of low level
60 functions of pixels that can even begin to describe at a high level
61 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 I
67 #+caption: doubt that any modern computer vision program can find it.
68 #+name: hidden-chair
69 #+ATTR_LaTeX: :width 10cm
70 [[./images/fat-person-sitting-at-desk.jpg]]
72 Finally, how is it that you can easily tell the difference between
73 how the girls /muscles/ are working in figure \ref{girl}?
75 #+caption: The mysterious ``common sense'' appears here as you are able
76 #+caption: to discern the difference in how the girl's arm muscles
77 #+caption: are activated between the two images.
78 #+name: girl
79 #+ATTR_LaTeX: :width 7cm
80 [[./images/wall-push.png]]
82 Each of these examples tells us something about what might be going
83 on in our minds as we easily solve these recognition problems.
85 The hidden chairs show us that we are strongly triggered by cues
86 relating to the position of human bodies, and that we can determine
87 the overall physical configuration of a human body even if much of
88 that body is occluded.
90 The picture of the girl pushing against the wall tells us that we
91 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 in
93 most positions, and we can easily project this self-knowledge to
94 imagined positions triggered by images of the human body.
96 ** =EMPATH= neatly solves recognition problems
98 I propose a system that can express the types of recognition
99 problems above in a form amenable to computation. It is split into
100 four parts:
102 - Free/Guided Play :: The creature moves around and experiences the
103 world through its unique perspective. Many otherwise
104 complicated actions are easily described in the language of a
105 full suite of body-centered, rich senses. For example,
106 drinking is the feeling of water sliding down your throat, and
107 cooling your insides. It's often accompanied by bringing your
108 hand close to your face, or bringing your face close to water.
109 Sitting down is the feeling of bending your knees, activating
110 your quadriceps, then feeling a surface with your bottom and
111 relaxing your legs. These body-centered action descriptions
112 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 with
115 whatever it sees. This alignment can even cross species, as
116 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 with
119 sensory data from prior experiences. For example, the
120 alignment itself easily maps to proprioceptive data. Any
121 sounds or obvious skin contact in the video can to a lesser
122 extent trigger previous experience. Segments of previous
123 experiences are stitched together to form a coherent and
124 complete sensory portrait of the scene.
125 - Recognition :: With the scene described in terms of first
126 person sensory events, the creature can now run its
127 action-identification programs on this synthesized sensory
128 data, just as it would if it were actually experiencing the
129 scene first-hand. If previous experience has been accurately
130 retrieved, and if it is analogous enough to the scene, then
131 the creature will correctly identify the action in the scene.
133 For example, I think humans are able to label the cat video as
134 ``drinking'' because they imagine /themselves/ as the cat, and
135 imagine putting their face up against a stream of water and
136 sticking out their tongue. In that imagined world, they can feel
137 the cool water hitting their tongue, and feel the water entering
138 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 the
140 image, but is found clearly in a simulation inspired by those
141 pixels. An imaginative system, having been trained on drinking and
142 non-drinking examples and learning that the most important
143 component of drinking is the feeling of water sliding down one's
144 throat, would analyze a video of a cat drinking in the following
145 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 create
149 a simulation of the stream of water.
151 2. Play out this simulated scene and generate imagined sensory
152 experience. This will include relevant muscle contractions, a
153 close up view of the stream from the cat's perspective, and most
154 importantly, the imagined feeling of water entering the
155 mouth. The imagined sensory experience can come from a
156 simulation of the event, but can also be pattern-matched from
157 previous, similar embodied experience.
159 3. The action is now easily identified as drinking by the sense of
160 taste alone. The other senses (such as the tongue moving in and
161 out) help to give plausibility to the simulated action. Note that
162 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 related
172 sensory experience associated with that particular proproceptive
173 feeling.
175 4. Retrieve the feeling of your bottom resting on a surface, your
176 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 be
180 sitting.
182 6. There must be a chair-like object since you are sitting.
184 Empathy offers yet another alternative to the age-old AI
185 representation question: ``What is a chair?'' --- A chair is the
186 feeling of sitting.
188 My program, =EMPATH= uses this empathic problem solving technique
189 to interpret the actions of a simple, worm-like creature.
191 #+caption: The worm performs many actions during free play such as
192 #+caption: curling, wiggling, and resting.
193 #+name: worm-intro
194 #+ATTR_LaTeX: :width 15cm
195 [[./images/worm-intro-white.png]]
197 #+caption: =EMPATH= recognized and classified each of these
198 #+caption: poses by inferring the complete sensory experience
199 #+caption: from proprioceptive data.
200 #+name: worm-recognition-intro
201 #+ATTR_LaTeX: :width 15cm
202 [[./images/worm-poses.png]]
204 One powerful advantage of empathic problem solving is that it
205 factors the action recognition problem into two easier problems. To
206 use empathy, you need an /aligner/, which takes the video and a
207 model of your body, and aligns the model with the video. Then, you
208 need a /recognizer/, which uses the aligned model to interpret the
209 action. The power in this method lies in the fact that you describe
210 all actions form a body-centered viewpoint. You are less tied to
211 the particulars of any visual representation of the actions. If you
212 teach the system what ``running'' is, and you have a good enough
213 aligner, the system will from then on be able to recognize running
214 from any point of view, even strange points of view like above or
215 underneath the runner. This is in contrast to action recognition
216 schemes that try to identify actions using a non-embodied approach.
217 If these systems learn about running as viewed from the side, they
218 will not automatically be able to recognize running from any other
219 viewpoint.
221 Another powerful advantage is that using the language of multiple
222 body-centered rich senses to describe body-centerd actions offers a
223 massive boost in descriptive capability. Consider how difficult it
224 would be to compose a set of HOG filters to describe the action of
225 a simple worm-creature ``curling'' so that its head touches its
226 tail, and then behold the simplicity of describing thus action in a
227 language designed for the task (listing \ref{grand-circle-intro}):
229 #+caption: Body-centerd actions are best expressed in a body-centered
230 #+caption: language. This code detects when the worm has curled into a
231 #+caption: full circle. Imagine how you would replicate this functionality
232 #+caption: using low-level pixel features such as HOG filters!
233 #+name: grand-circle-intro
234 #+attr_latex: [htpb]
235 #+begin_listing clojure
236 #+begin_src clojure
237 (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_src
247 #+end_listing
250 ** =CORTEX= is a toolkit for building sensate creatures
252 I built =CORTEX= to be a general AI research platform for doing
253 experiments involving multiple rich senses and a wide variety and
254 number of creatures. I intend it to be useful as a library for many
255 more projects than just this thesis. =CORTEX= was necessary to meet
256 a need among AI researchers at CSAIL and beyond, which is that
257 people often will invent neat ideas that are best expressed in the
258 language of creatures and senses, but in order to explore those
259 ideas they must first build a platform in which they can create
260 simulated creatures with rich senses! There are many ideas that
261 would be simple to execute (such as =EMPATH=), but attached to them
262 is the multi-month effort to make a good creature simulator. Often,
263 that initial investment of time proves to be too much, and the
264 project must make do with a lesser environment.
266 =CORTEX= is well suited as an environment for embodied AI research
267 for three reasons:
269 - You can create new creatures using Blender, a popular 3D modeling
270 program. Each sense can be specified using special blender nodes
271 with biologically inspired paramaters. You need not write any
272 code to create a creature, and can use a wide library of
273 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. Complicated
277 senses like touch, and vision involve multiple sensory elements
278 embedded in a 2D surface. You have complete control over the
279 distribution of these sensor elements through the use of simple
280 png image files. In particular, =CORTEX= implements more
281 comprehensive hearing than any other creature simulation system
282 available.
284 - =CORTEX= supports any number of creatures and any number of
285 senses. Time in =CORTEX= dialates so that the simulated creatures
286 always precieve a perfectly smooth flow of time, regardless of
287 the actual computational load.
289 =CORTEX= is built on top of =jMonkeyEngine3=, which is a video game
290 engine designed to create cross-platform 3D desktop games. =CORTEX=
291 is mainly written in clojure, a dialect of =LISP= that runs on the
292 java virtual machine (JVM). The API for creating and simulating
293 creatures and senses is entirely expressed in clojure, though many
294 senses are implemented at the layer of jMonkeyEngine or below. For
295 example, for the sense of hearing I use a layer of clojure code on
296 top of a layer of java JNI bindings that drive a layer of =C++=
297 code which implements a modified version of =OpenAL= to support
298 multiple listeners. =CORTEX= is the only simulation environment
299 that I know of that can support multiple entities that can each
300 hear the world from their own perspective. Other senses also
301 require a small layer of Java code. =CORTEX= also uses =bullet=, a
302 physics simulator written in =C=.
304 #+caption: Here is the worm from above modeled in Blender, a free
305 #+caption: 3D-modeling program. Senses and joints are described
306 #+caption: using special nodes in Blender.
307 #+name: worm-recognition-intro
308 #+ATTR_LaTeX: :width 12cm
309 [[./images/blender-worm.png]]
311 Here are some thing I anticipate that =CORTEX= might be used for:
313 - exploring new ideas about sensory integration
314 - distributed communication among swarm creatures
315 - self-learning using free exploration,
316 - evolutionary algorithms involving creature construction
317 - exploration of exoitic senses and effectors that are not possible
318 in the real world (such as telekenisis or a semantic sense)
319 - imagination using subworlds
321 During one test with =CORTEX=, I created 3,000 creatures each with
322 their own independent senses and ran them all at only 1/80 real
323 time. In another test, I created a detailed model of my own hand,
324 equipped with a realistic distribution of touch (more sensitive at
325 the fingertips), as well as eyes and ears, and it ran at around 1/4
326 real time.
328 #+BEGIN_LaTeX
329 \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 the
333 senses that {\tt CORTEX} supports. My simulated hand has a
334 biologically inspired distribution of touch sensors. The senses are
335 displayed on the right, and the simulation is displayed on the
336 left. Notice that my hand is curling its fingers, that it can see
337 its own finger from the eye in its palm, and that it can feel its
338 own thumb touching its palm.}
339 \end{sidewaysfigure}
340 #+END_LaTeX
342 ** Contributions
344 - I built =CORTEX=, a comprehensive platform for embodied AI
345 experiments. =CORTEX= supports many features lacking in other
346 systems, such proper simulation of hearing. It is easy to create
347 new =CORTEX= creatures using Blender, a free 3D modeling program.
349 - I built =EMPATH=, which uses =CORTEX= to identify the actions of
350 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 for
355 building creatures and outfitting them with senses, so that it will
356 be useful for other researchers who want to test out ideas of their
357 own. To this end, wherver I have had to make archetictural choices
358 about =CORTEX=, I have chosen to give as much freedom to the user as
359 possible, so that =CORTEX= may be used for things I have not
360 forseen.
362 ** COMMENT Simulation or Reality?
364 The most important archetictural decision of all is the choice to
365 use a computer-simulated environemnt in the first place! The world
366 is a vast and rich place, and for now simulations are a very poor
367 reflection of its complexity. It may be that there is a significant
368 qualatative difference between dealing with senses in the real
369 world and dealing with pale facilimilies of them in a
370 simulation. What are the advantages and disadvantages of a
371 simulation vs. reality?
373 *** Simulation
375 The advantages of virtual reality are that when everything is a
376 simulation, experiments in that simulation are absolutely
377 reproducible. It's also easier to change the character and world
378 to explore new situations and different sensory combinations.
380 If the world is to be simulated on a computer, then not only do
381 you have to worry about whether the character's senses are rich
382 enough to learn from the world, but whether the world itself is
383 rendered with enough detail and realism to give enough working
384 material to the character's senses. To name just a few
385 difficulties facing modern physics simulators: destructibility of
386 the environment, simulation of water/other fluids, large areas,
387 nonrigid bodies, lots of objects, smoke. I don't know of any
388 computer simulation that would allow a character to take a rock
389 and grind it into fine dust, then use that dust to make a clay
390 sculpture, at least not without spending years calculating the
391 interactions of every single small grain of dust. Maybe a
392 simulated world with today's limitations doesn't provide enough
393 richness for real intelligence to evolve.
395 *** Reality
397 The other approach for playing with senses is to hook your
398 software up to real cameras, microphones, robots, etc., and let it
399 loose in the real world. This has the advantage of eliminating
400 concerns about simulating the world at the expense of increasing
401 the complexity of implementing the senses. Instead of just
402 grabbing the current rendered frame for processing, you have to
403 use an actual camera with real lenses and interact with photons to
404 get an image. It is much harder to change the character, which is
405 now partly a physical robot of some sort, since doing so involves
406 changing things around in the real world instead of modifying
407 lines of code. While the real world is very rich and definitely
408 provides enough stimulation for intelligence to develop as
409 evidenced by our own existence, it is also uncontrollable in the
410 sense that a particular situation cannot be recreated perfectly or
411 saved for later use. It is harder to conduct science because it is
412 harder to repeat an experiment. The worst thing about using the
413 real world instead of a simulation is the matter of time. Instead
414 of simulated time you get the constant and unstoppable flow of
415 real time. This severely limits the sorts of software you can use
416 to program the AI because all sense inputs must be handled in real
417 time. Complicated ideas may have to be implemented in hardware or
418 may simply be impossible given the current speed of our
419 processors. Contrast this with a simulation, in which the flow of
420 time in the simulated world can be slowed down to accommodate the
421 limitations of the character's programming. In terms of cost,
422 doing everything in software is far cheaper than building custom
423 real-time hardware. All you need is a laptop and some patience.
425 ** COMMENT Because of Time, simulation is perferable to reality
427 I envision =CORTEX= being used to support rapid prototyping and
428 iteration of ideas. Even if I could put together a well constructed
429 kit for creating robots, it would still not be enough because of
430 the scourge of real-time processing. Anyone who wants to test their
431 ideas in the real world must always worry about getting their
432 algorithms to run fast enough to process information in real time.
433 The need for real time processing only increases if multiple senses
434 are involved. In the extreme case, even simple algorithms will have
435 to be accelerated by ASIC chips or FPGAs, turning what would
436 otherwise be a few lines of code and a 10x speed penality into a
437 multi-month ordeal. For this reason, =CORTEX= supports
438 /time-dialiation/, which scales back the framerate of the
439 simulation in proportion to the amount of processing each frame.
440 From the perspective of the creatures inside the simulation, time
441 always appears to flow at a constant rate, regardless of how
442 complicated the envorimnent becomes or how many creatures are in
443 the simulation. The cost is that =CORTEX= can sometimes run slower
444 than real time. This can also be an advantage, however ---
445 simulations of very simple creatures in =CORTEX= generally run at
446 40x on my machine!
448 ** COMMENT Video game engines are a great starting point
450 I did not need to write my own physics simulation code or shader to
451 build =CORTEX=. Doing so would lead to a system that is impossible
452 for anyone but myself to use anyway. Instead, I use a video game
453 engine as a base and modify it to accomodate the additional needs
454 of =CORTEX=. Video game engines are an ideal starting point to
455 build =CORTEX=, because they are not far from being creature
456 building systems themselves.
458 First off, general purpose video game engines come with a physics
459 engine and lighting / sound system. The physics system provides
460 tools that can be co-opted to serve as touch, proprioception, and
461 muscles. Since some games support split screen views, a good video
462 game engine will allow you to efficiently create multiple cameras
463 in the simulated world that can be used as eyes. Video game systems
464 offer integrated asset management for things like textures and
465 creatures models, providing an avenue for defining creatures.
466 Finally, because video game engines support a large number of
467 users, if I don't stray too far from the base system, other
468 researchers can turn to this community for help when doing their
469 research.
471 ** COMMENT =CORTEX= is based on jMonkeyEngine3
473 While preparing to build =CORTEX= I studied several video game
474 engines to see which would best serve as a base. The top contenders
475 were:
477 - [[http://www.idsoftware.com][Quake II]]/[[http://www.bytonic.de/html/jake2.html][Jake2]] :: The Quake II engine was designed by ID
478 software in 1997. All the source code was released by ID
479 software into the Public Domain several years ago, and as a
480 result it has been ported to many different languages. This
481 engine was famous for its advanced use of realistic shading
482 and had decent and fast physics simulation. The main advantage
483 of the Quake II engine is its simplicity, but I ultimately
484 rejected it because the engine is too tied to the concept of a
485 first-person shooter game. One of the problems I had was that
486 there does not seem to be any easy way to attach multiple
487 cameras to a single character. There are also several physics
488 clipping issues that are corrected in a way that only applies
489 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 II
492 and Quake I engines and is used by Valve in the Half-Life
493 series of games. The physics simulation in the Source Engine
494 is quite accurate and probably the best out of all the engines
495 I investigated. There is also an extensive community actively
496 working with the engine. However, applications that use the
497 Source Engine must be written in C++, the code is not open, it
498 only runs on Windows, and the tools that come with the SDK to
499 handle models and textures are complicated and awkward to use.
501 - [[http://jmonkeyengine.com/][jMonkeyEngine3]] :: jMonkeyEngine3 is a new library for creating
502 games in Java. It uses OpenGL to render to the screen and uses
503 screengraphs to avoid drawing things that do not appear on the
504 screen. It has an active community and several games in the
505 pipeline. The engine was not built to serve any particular
506 game but is instead meant to be used for any 3D game.
508 I chose jMonkeyEngine3 because it because it had the most features
509 out of all the free projects I looked at, and because I could then
510 write my code in clojure, an implementation of =LISP= that runs on
511 the JVM.
513 ** Bodies are composed of segments connected by joints
515 For the simple worm-like creatures I will use later on in this
516 thesis, I could define a simple API in =CORTEX= that would allow
517 one to create boxes, spheres, etc., and leave that API as the sole
518 way to create creatures. However, for =CORTEX= to truly be useful
519 for other projects, it needs to have a way to construct complicated
520 creatures. If possible, it would be nice to leverage work that has
521 already been done by the community of 3D modelers, or at least
522 enable people who are talented at moedling but not programming to
523 design =CORTEX= creatures.
525 Therefore, I use Blender, a free 3D modeling program, as the main
526 way to create creatures in =CORTEX=. However, the creatures modeled
527 in Blender must also be simple to simulate in jMonkeyEngine3's game
528 engine, and must also be easy to rig with =CORTEX='s senses.
530 While trying to find a good compromise for body-design, one option
531 I ultimately rejected is to use blender's [[http://wiki.blender.org/index.php/Doc:2.6/Manual/Rigging/Armatures][armature]] system. The idea
532 would have been to define a mesh which describes the creature's
533 entire body. To this you add an skeleton which deforms this
534 mesh. This technique is used extensively to model humans and create
535 realistic animations. It is hard to use for my purposes because it
536 is difficult to update the creature's Physics Collision Mesh in
537 tandem with its Geometric Mesh under the influence of the
538 armature. Without this the creature will not be able to grab things
539 in its environment, and it won't be able to tell where its physical
540 body is by using its eyes. Also, armatures do not specify any
541 rotational limits for a joint, making it hard to model elbows,
542 shoulders, etc.
544 Instead of using the human-like ``deformable bag of bones''
545 approach, I decided to base my body plans on multiple solid objects
546 that are connected by joints, inspired by the robot =EVE= from the
547 movie WALL-E.
549 #+caption: =EVE= from the movie WALL-E. This body plan turns
550 #+caption: out to be much better suited to my purposes than a more
551 #+caption: human-like one.
552 #+ATTR_LaTeX: :width 10cm
553 [[./images/Eve.jpg]]
555 =EVE='s body is composed of several rigid components that are held
556 together by invisible joint constraints. This is what I mean by
557 ``eve-like''. The main reason that I use eve-style bodies is for
558 efficiency, and so that there will be correspondence between the
559 AI's vision and the physical presence of its body. Each individual
560 section is simulated by a separate rigid body that corresponds
561 exactly with its visual representation and does not change.
562 Sections are connected by invisible joints that are well supported
563 in jMonkeyEngine3. Bullet, the physics backend for jMonkeyEngine3,
564 can efficiently simulate hundreds of rigid bodies connected by
565 joints. Sections do not have to stay as one piece forever; they can
566 be dynamically replaced with multiple sections to simulate
567 splitting in two. This could be used to simulate retractable claws
568 or =EVE='s hands, which are able to coalesce into one object in the
569 movie.
571 *** Solidifying/Connecting the body
573 Importing bodies from =CORTEX= into blender involves encoding
574 metadata into the blender file that specifies the mass of each
575 component and the joints by which those components are connected. I
576 do this in Blender in two ways. First is by using the ``metadata''
577 field of each solid object to specify the mass. Second is by using
578 Blender ``empty nodes'' to specify the position and type of each
579 joint. Empty nodes have no mass, physical presence, or appearance,
580 but they can hold metadata and have names. I use a tree structure
581 of empty nodes to specify joints. There is a parent node named
582 ``joints'', and a series of empty child nodes of the ``joints''
583 node that each represent a single joint.
585 #+caption: View of the hand model in Blender showing the main ``joints''
586 #+caption: node (highlighted in yellow) and its children which each
587 #+caption: represent a joint in the hand. Each joint node has metadata
588 #+caption: specifying what sort of joint it is.
589 #+ATTR_LaTeX: :width 10cm
590 [[./images/hand-screenshot1.png]]
598 ** Eyes reuse standard video game components
600 ** Hearing is hard; =CORTEX= does it right
602 ** Touch uses hundreds of hair-like elements
604 ** Proprioception is the sense that makes everything ``real''
606 ** Muscles are both effectors and sensors
608 ** =CORTEX= brings complex creatures to life!
610 ** =CORTEX= enables many possiblities for further research
612 * COMMENT Empathy in a simulated worm
614 Here I develop a computational model of empathy, using =CORTEX= as a
615 base. Empathy in this context is the ability to observe another
616 creature and infer what sorts of sensations that creature is
617 feeling. My empathy algorithm involves multiple phases. First is
618 free-play, where the creature moves around and gains sensory
619 experience. From this experience I construct a representation of the
620 creature's sensory state space, which I call \Phi-space. Using
621 \Phi-space, I construct an efficient function which takes the
622 limited data that comes from observing another creature and enriches
623 it full compliment of imagined sensory data. I can then use the
624 imagined sensory data to recognize what the observed creature is
625 doing and feeling, using straightforward embodied action predicates.
626 This is all demonstrated with using a simple worm-like creature, and
627 recognizing worm-actions based on limited data.
629 #+caption: Here is the worm with which we will be working.
630 #+caption: It is composed of 5 segments. Each segment has a
631 #+caption: pair of extensor and flexor muscles. Each of the
632 #+caption: worm's four joints is a hinge joint which allows
633 #+caption: about 30 degrees of rotation to either side. Each segment
634 #+caption: of the worm is touch-capable and has a uniform
635 #+caption: distribution of touch sensors on each of its faces.
636 #+caption: Each joint has a proprioceptive sense to detect
637 #+caption: relative positions. The worm segments are all the
638 #+caption: same except for the first one, which has a much
639 #+caption: higher weight than the others to allow for easy
640 #+caption: manual motor control.
641 #+name: basic-worm-view
642 #+ATTR_LaTeX: :width 10cm
643 [[./images/basic-worm-view.png]]
645 #+caption: Program for reading a worm from a blender file and
646 #+caption: outfitting it with the senses of proprioception,
647 #+caption: touch, and the ability to move, as specified in the
648 #+caption: blender file.
649 #+name: get-worm
650 #+begin_listing clojure
651 #+begin_src clojure
652 (defn worm []
653 (let [model (load-blender-model "Models/worm/worm.blend")]
654 {:body (doto model (body!))
655 :touch (touch! model)
656 :proprioception (proprioception! model)
657 :muscles (movement! model)}))
658 #+end_src
659 #+end_listing
661 ** Embodiment factors action recognition into managable parts
663 Using empathy, I divide the problem of action recognition into a
664 recognition process expressed in the language of a full compliment
665 of senses, and an imaganitive process that generates full sensory
666 data from partial sensory data. Splitting the action recognition
667 problem in this manner greatly reduces the total amount of work to
668 recognize actions: The imaganitive process is mostly just matching
669 previous experience, and the recognition process gets to use all
670 the senses to directly describe any action.
672 ** Action recognition is easy with a full gamut of senses
674 Embodied representations using multiple senses such as touch,
675 proprioception, and muscle tension turns out be be exceedingly
676 efficient at describing body-centered actions. It is the ``right
677 language for the job''. For example, it takes only around 5 lines
678 of LISP code to describe the action of ``curling'' using embodied
679 primitives. It takes about 10 lines to describe the seemingly
680 complicated action of wiggling.
682 The following action predicates each take a stream of sensory
683 experience, observe however much of it they desire, and decide
684 whether the worm is doing the action they describe. =curled?=
685 relies on proprioception, =resting?= relies on touch, =wiggling?=
686 relies on a fourier analysis of muscle contraction, and
687 =grand-circle?= relies on touch and reuses =curled?= as a gaurd.
689 #+caption: Program for detecting whether the worm is curled. This is the
690 #+caption: simplest action predicate, because it only uses the last frame
691 #+caption: of sensory experience, and only uses proprioceptive data. Even
692 #+caption: this simple predicate, however, is automatically frame
693 #+caption: independent and ignores vermopomorphic differences such as
694 #+caption: worm textures and colors.
695 #+name: curled
696 #+attr_latex: [htpb]
697 #+begin_listing clojure
698 #+begin_src clojure
699 (defn curled?
700 "Is the worm curled up?"
701 [experiences]
702 (every?
703 (fn [[_ _ bend]]
704 (> (Math/sin bend) 0.64))
705 (:proprioception (peek experiences))))
706 #+end_src
707 #+end_listing
709 #+caption: Program for summarizing the touch information in a patch
710 #+caption: of skin.
711 #+name: touch-summary
712 #+attr_latex: [htpb]
714 #+begin_listing clojure
715 #+begin_src clojure
716 (defn contact
717 "Determine how much contact a particular worm segment has with
718 other objects. Returns a value between 0 and 1, where 1 is full
719 contact and 0 is no contact."
720 [touch-region [coords contact :as touch]]
721 (-> (zipmap coords contact)
722 (select-keys touch-region)
723 (vals)
724 (#(map first %))
725 (average)
726 (* 10)
727 (- 1)
728 (Math/abs)))
729 #+end_src
730 #+end_listing
733 #+caption: Program for detecting whether the worm is at rest. This program
734 #+caption: uses a summary of the tactile information from the underbelly
735 #+caption: of the worm, and is only true if every segment is touching the
736 #+caption: floor. Note that this function contains no references to
737 #+caption: proprioction at all.
738 #+name: resting
739 #+attr_latex: [htpb]
740 #+begin_listing clojure
741 #+begin_src clojure
742 (def worm-segment-bottom (rect-region [8 15] [14 22]))
744 (defn resting?
745 "Is the worm resting on the ground?"
746 [experiences]
747 (every?
748 (fn [touch-data]
749 (< 0.9 (contact worm-segment-bottom touch-data)))
750 (:touch (peek experiences))))
751 #+end_src
752 #+end_listing
754 #+caption: Program for detecting whether the worm is curled up into a
755 #+caption: full circle. Here the embodied approach begins to shine, as
756 #+caption: I am able to both use a previous action predicate (=curled?=)
757 #+caption: as well as the direct tactile experience of the head and tail.
758 #+name: grand-circle
759 #+attr_latex: [htpb]
760 #+begin_listing clojure
761 #+begin_src clojure
762 (def worm-segment-bottom-tip (rect-region [15 15] [22 22]))
764 (def worm-segment-top-tip (rect-region [0 15] [7 22]))
766 (defn grand-circle?
767 "Does the worm form a majestic circle (one end touching the other)?"
768 [experiences]
769 (and (curled? experiences)
770 (let [worm-touch (:touch (peek experiences))
771 tail-touch (worm-touch 0)
772 head-touch (worm-touch 4)]
773 (and (< 0.55 (contact worm-segment-bottom-tip tail-touch))
774 (< 0.55 (contact worm-segment-top-tip head-touch))))))
775 #+end_src
776 #+end_listing
779 #+caption: Program for detecting whether the worm has been wiggling for
780 #+caption: the last few frames. It uses a fourier analysis of the muscle
781 #+caption: contractions of the worm's tail to determine wiggling. This is
782 #+caption: signigicant because there is no particular frame that clearly
783 #+caption: indicates that the worm is wiggling --- only when multiple frames
784 #+caption: are analyzed together is the wiggling revealed. Defining
785 #+caption: wiggling this way also gives the worm an opportunity to learn
786 #+caption: and recognize ``frustrated wiggling'', where the worm tries to
787 #+caption: wiggle but can't. Frustrated wiggling is very visually different
788 #+caption: from actual wiggling, but this definition gives it to us for free.
789 #+name: wiggling
790 #+attr_latex: [htpb]
791 #+begin_listing clojure
792 #+begin_src clojure
793 (defn fft [nums]
794 (map
795 #(.getReal %)
796 (.transform
797 (FastFourierTransformer. DftNormalization/STANDARD)
798 (double-array nums) TransformType/FORWARD)))
800 (def indexed (partial map-indexed vector))
802 (defn max-indexed [s]
803 (first (sort-by (comp - second) (indexed s))))
805 (defn wiggling?
806 "Is the worm wiggling?"
807 [experiences]
808 (let [analysis-interval 0x40]
809 (when (> (count experiences) analysis-interval)
810 (let [a-flex 3
811 a-ex 2
812 muscle-activity
813 (map :muscle (vector:last-n experiences analysis-interval))
814 base-activity
815 (map #(- (% a-flex) (% a-ex)) muscle-activity)]
816 (= 2
817 (first
818 (max-indexed
819 (map #(Math/abs %)
820 (take 20 (fft base-activity))))))))))
821 #+end_src
822 #+end_listing
824 With these action predicates, I can now recognize the actions of
825 the worm while it is moving under my control and I have access to
826 all the worm's senses.
828 #+caption: Use the action predicates defined earlier to report on
829 #+caption: what the worm is doing while in simulation.
830 #+name: report-worm-activity
831 #+attr_latex: [htpb]
832 #+begin_listing clojure
833 #+begin_src clojure
834 (defn debug-experience
835 [experiences text]
836 (cond
837 (grand-circle? experiences) (.setText text "Grand Circle")
838 (curled? experiences) (.setText text "Curled")
839 (wiggling? experiences) (.setText text "Wiggling")
840 (resting? experiences) (.setText text "Resting")))
841 #+end_src
842 #+end_listing
844 #+caption: Using =debug-experience=, the body-centered predicates
845 #+caption: work together to classify the behaviour of the worm.
846 #+caption: the predicates are operating with access to the worm's
847 #+caption: full sensory data.
848 #+name: basic-worm-view
849 #+ATTR_LaTeX: :width 10cm
850 [[./images/worm-identify-init.png]]
852 These action predicates satisfy the recognition requirement of an
853 empathic recognition system. There is power in the simplicity of
854 the action predicates. They describe their actions without getting
855 confused in visual details of the worm. Each one is frame
856 independent, but more than that, they are each indepent of
857 irrelevant visual details of the worm and the environment. They
858 will work regardless of whether the worm is a different color or
859 hevaily textured, or if the environment has strange lighting.
861 The trick now is to make the action predicates work even when the
862 sensory data on which they depend is absent. If I can do that, then
863 I will have gained much,
865 ** \Phi-space describes the worm's experiences
867 As a first step towards building empathy, I need to gather all of
868 the worm's experiences during free play. I use a simple vector to
869 store all the experiences.
871 Each element of the experience vector exists in the vast space of
872 all possible worm-experiences. Most of this vast space is actually
873 unreachable due to physical constraints of the worm's body. For
874 example, the worm's segments are connected by hinge joints that put
875 a practical limit on the worm's range of motions without limiting
876 its degrees of freedom. Some groupings of senses are impossible;
877 the worm can not be bent into a circle so that its ends are
878 touching and at the same time not also experience the sensation of
879 touching itself.
881 As the worm moves around during free play and its experience vector
882 grows larger, the vector begins to define a subspace which is all
883 the sensations the worm can practicaly experience during normal
884 operation. I call this subspace \Phi-space, short for
885 physical-space. The experience vector defines a path through
886 \Phi-space. This path has interesting properties that all derive
887 from physical embodiment. The proprioceptive components are
888 completely smooth, because in order for the worm to move from one
889 position to another, it must pass through the intermediate
890 positions. The path invariably forms loops as actions are repeated.
891 Finally and most importantly, proprioception actually gives very
892 strong inference about the other senses. For example, when the worm
893 is flat, you can infer that it is touching the ground and that its
894 muscles are not active, because if the muscles were active, the
895 worm would be moving and would not be perfectly flat. In order to
896 stay flat, the worm has to be touching the ground, or it would
897 again be moving out of the flat position due to gravity. If the
898 worm is positioned in such a way that it interacts with itself,
899 then it is very likely to be feeling the same tactile feelings as
900 the last time it was in that position, because it has the same body
901 as then. If you observe multiple frames of proprioceptive data,
902 then you can become increasingly confident about the exact
903 activations of the worm's muscles, because it generally takes a
904 unique combination of muscle contractions to transform the worm's
905 body along a specific path through \Phi-space.
907 There is a simple way of taking \Phi-space and the total ordering
908 provided by an experience vector and reliably infering the rest of
909 the senses.
911 ** Empathy is the process of tracing though \Phi-space
913 Here is the core of a basic empathy algorithm, starting with an
914 experience vector:
916 First, group the experiences into tiered proprioceptive bins. I use
917 powers of 10 and 3 bins, and the smallest bin has an approximate
918 size of 0.001 radians in all proprioceptive dimensions.
920 Then, given a sequence of proprioceptive input, generate a set of
921 matching experience records for each input, using the tiered
922 proprioceptive bins.
924 Finally, to infer sensory data, select the longest consective chain
925 of experiences. Conecutive experience means that the experiences
926 appear next to each other in the experience vector.
928 This algorithm has three advantages:
930 1. It's simple
932 3. It's very fast -- retrieving possible interpretations takes
933 constant time. Tracing through chains of interpretations takes
934 time proportional to the average number of experiences in a
935 proprioceptive bin. Redundant experiences in \Phi-space can be
936 merged to save computation.
938 2. It protects from wrong interpretations of transient ambiguous
939 proprioceptive data. For example, if the worm is flat for just
940 an instant, this flattness will not be interpreted as implying
941 that the worm has its muscles relaxed, since the flattness is
942 part of a longer chain which includes a distinct pattern of
943 muscle activation. Markov chains or other memoryless statistical
944 models that operate on individual frames may very well make this
945 mistake.
947 #+caption: Program to convert an experience vector into a
948 #+caption: proprioceptively binned lookup function.
949 #+name: bin
950 #+attr_latex: [htpb]
951 #+begin_listing clojure
952 #+begin_src clojure
953 (defn bin [digits]
954 (fn [angles]
955 (->> angles
956 (flatten)
957 (map (juxt #(Math/sin %) #(Math/cos %)))
958 (flatten)
959 (mapv #(Math/round (* % (Math/pow 10 (dec digits))))))))
961 (defn gen-phi-scan
962 "Nearest-neighbors with binning. Only returns a result if
963 the propriceptive data is within 10% of a previously recorded
964 result in all dimensions."
965 [phi-space]
966 (let [bin-keys (map bin [3 2 1])
967 bin-maps
968 (map (fn [bin-key]
969 (group-by
970 (comp bin-key :proprioception phi-space)
971 (range (count phi-space)))) bin-keys)
972 lookups (map (fn [bin-key bin-map]
973 (fn [proprio] (bin-map (bin-key proprio))))
974 bin-keys bin-maps)]
975 (fn lookup [proprio-data]
976 (set (some #(% proprio-data) lookups)))))
977 #+end_src
978 #+end_listing
980 #+caption: =longest-thread= finds the longest path of consecutive
981 #+caption: experiences to explain proprioceptive worm data.
982 #+name: phi-space-history-scan
983 #+ATTR_LaTeX: :width 10cm
984 [[./images/aurellem-gray.png]]
986 =longest-thread= infers sensory data by stitching together pieces
987 from previous experience. It prefers longer chains of previous
988 experience to shorter ones. For example, during training the worm
989 might rest on the ground for one second before it performs its
990 excercises. If during recognition the worm rests on the ground for
991 five seconds, =longest-thread= will accomodate this five second
992 rest period by looping the one second rest chain five times.
994 =longest-thread= takes time proportinal to the average number of
995 entries in a proprioceptive bin, because for each element in the
996 starting bin it performes a series of set lookups in the preceeding
997 bins. If the total history is limited, then this is only a constant
998 multiple times the number of entries in the starting bin. This
999 analysis also applies even if the action requires multiple longest
1000 chains -- it's still the average number of entries in a
1001 proprioceptive bin times the desired chain length. Because
1002 =longest-thread= is so efficient and simple, I can interpret
1003 worm-actions in real time.
1005 #+caption: Program to calculate empathy by tracing though \Phi-space
1006 #+caption: and finding the longest (ie. most coherent) interpretation
1007 #+caption: of the data.
1008 #+name: longest-thread
1009 #+attr_latex: [htpb]
1010 #+begin_listing clojure
1011 #+begin_src clojure
1012 (defn longest-thread
1013 "Find the longest thread from phi-index-sets. The index sets should
1014 be ordered from most recent to least recent."
1015 [phi-index-sets]
1016 (loop [result '()
1017 [thread-bases & remaining :as phi-index-sets] phi-index-sets]
1018 (if (empty? phi-index-sets)
1019 (vec result)
1020 (let [threads
1021 (for [thread-base thread-bases]
1022 (loop [thread (list thread-base)
1023 remaining remaining]
1024 (let [next-index (dec (first thread))]
1025 (cond (empty? remaining) thread
1026 (contains? (first remaining) next-index)
1027 (recur
1028 (cons next-index thread) (rest remaining))
1029 :else thread))))
1030 longest-thread
1031 (reduce (fn [thread-a thread-b]
1032 (if (> (count thread-a) (count thread-b))
1033 thread-a thread-b))
1034 '(nil)
1035 threads)]
1036 (recur (concat longest-thread result)
1037 (drop (count longest-thread) phi-index-sets))))))
1038 #+end_src
1039 #+end_listing
1041 There is one final piece, which is to replace missing sensory data
1042 with a best-guess estimate. While I could fill in missing data by
1043 using a gradient over the closest known sensory data points,
1044 averages can be misleading. It is certainly possible to create an
1045 impossible sensory state by averaging two possible sensory states.
1046 Therefore, I simply replicate the most recent sensory experience to
1047 fill in the gaps.
1049 #+caption: Fill in blanks in sensory experience by replicating the most
1050 #+caption: recent experience.
1051 #+name: infer-nils
1052 #+attr_latex: [htpb]
1053 #+begin_listing clojure
1054 #+begin_src clojure
1055 (defn infer-nils
1056 "Replace nils with the next available non-nil element in the
1057 sequence, or barring that, 0."
1058 [s]
1059 (loop [i (dec (count s))
1060 v (transient s)]
1061 (if (zero? i) (persistent! v)
1062 (if-let [cur (v i)]
1063 (if (get v (dec i) 0)
1064 (recur (dec i) v)
1065 (recur (dec i) (assoc! v (dec i) cur)))
1066 (recur i (assoc! v i 0))))))
1067 #+end_src
1068 #+end_listing
1070 ** Efficient action recognition with =EMPATH=
1072 To use =EMPATH= with the worm, I first need to gather a set of
1073 experiences from the worm that includes the actions I want to
1074 recognize. The =generate-phi-space= program (listing
1075 \ref{generate-phi-space} runs the worm through a series of
1076 exercices and gatheres those experiences into a vector. The
1077 =do-all-the-things= program is a routine expressed in a simple
1078 muscle contraction script language for automated worm control. It
1079 causes the worm to rest, curl, and wiggle over about 700 frames
1080 (approx. 11 seconds).
1082 #+caption: Program to gather the worm's experiences into a vector for
1083 #+caption: further processing. The =motor-control-program= line uses
1084 #+caption: a motor control script that causes the worm to execute a series
1085 #+caption: of ``exercices'' that include all the action predicates.
1086 #+name: generate-phi-space
1087 #+attr_latex: [htpb]
1088 #+begin_listing clojure
1089 #+begin_src clojure
1090 (def do-all-the-things
1091 (concat
1092 curl-script
1093 [[300 :d-ex 40]
1094 [320 :d-ex 0]]
1095 (shift-script 280 (take 16 wiggle-script))))
1097 (defn generate-phi-space []
1098 (let [experiences (atom [])]
1099 (run-world
1100 (apply-map
1101 worm-world
1102 (merge
1103 (worm-world-defaults)
1104 {:end-frame 700
1105 :motor-control
1106 (motor-control-program worm-muscle-labels do-all-the-things)
1107 :experiences experiences})))
1108 @experiences))
1109 #+end_src
1110 #+end_listing
1112 #+caption: Use longest thread and a phi-space generated from a short
1113 #+caption: exercise routine to interpret actions during free play.
1114 #+name: empathy-debug
1115 #+attr_latex: [htpb]
1116 #+begin_listing clojure
1117 #+begin_src clojure
1118 (defn init []
1119 (def phi-space (generate-phi-space))
1120 (def phi-scan (gen-phi-scan phi-space)))
1122 (defn empathy-demonstration []
1123 (let [proprio (atom ())]
1124 (fn
1125 [experiences text]
1126 (let [phi-indices (phi-scan (:proprioception (peek experiences)))]
1127 (swap! proprio (partial cons phi-indices))
1128 (let [exp-thread (longest-thread (take 300 @proprio))
1129 empathy (mapv phi-space (infer-nils exp-thread))]
1130 (println-repl (vector:last-n exp-thread 22))
1131 (cond
1132 (grand-circle? empathy) (.setText text "Grand Circle")
1133 (curled? empathy) (.setText text "Curled")
1134 (wiggling? empathy) (.setText text "Wiggling")
1135 (resting? empathy) (.setText text "Resting")
1136 :else (.setText text "Unknown")))))))
1138 (defn empathy-experiment [record]
1139 (.start (worm-world :experience-watch (debug-experience-phi)
1140 :record record :worm worm*)))
1141 #+end_src
1142 #+end_listing
1144 The result of running =empathy-experiment= is that the system is
1145 generally able to interpret worm actions using the action-predicates
1146 on simulated sensory data just as well as with actual data. Figure
1147 \ref{empathy-debug-image} was generated using =empathy-experiment=:
1149 #+caption: From only proprioceptive data, =EMPATH= was able to infer
1150 #+caption: the complete sensory experience and classify four poses
1151 #+caption: (The last panel shows a composite image of \emph{wriggling},
1152 #+caption: a dynamic pose.)
1153 #+name: empathy-debug-image
1154 #+ATTR_LaTeX: :width 10cm :placement [H]
1155 [[./images/empathy-1.png]]
1157 One way to measure the performance of =EMPATH= is to compare the
1158 sutiability of the imagined sense experience to trigger the same
1159 action predicates as the real sensory experience.
1161 #+caption: Determine how closely empathy approximates actual
1162 #+caption: sensory data.
1163 #+name: test-empathy-accuracy
1164 #+attr_latex: [htpb]
1165 #+begin_listing clojure
1166 #+begin_src clojure
1167 (def worm-action-label
1168 (juxt grand-circle? curled? wiggling?))
1170 (defn compare-empathy-with-baseline [matches]
1171 (let [proprio (atom ())]
1172 (fn
1173 [experiences text]
1174 (let [phi-indices (phi-scan (:proprioception (peek experiences)))]
1175 (swap! proprio (partial cons phi-indices))
1176 (let [exp-thread (longest-thread (take 300 @proprio))
1177 empathy (mapv phi-space (infer-nils exp-thread))
1178 experience-matches-empathy
1179 (= (worm-action-label experiences)
1180 (worm-action-label empathy))]
1181 (println-repl experience-matches-empathy)
1182 (swap! matches #(conj % experience-matches-empathy)))))))
1184 (defn accuracy [v]
1185 (float (/ (count (filter true? v)) (count v))))
1187 (defn test-empathy-accuracy []
1188 (let [res (atom [])]
1189 (run-world
1190 (worm-world :experience-watch
1191 (compare-empathy-with-baseline res)
1192 :worm worm*))
1193 (accuracy @res)))
1194 #+end_src
1195 #+end_listing
1197 Running =test-empathy-accuracy= using the very short exercise
1198 program defined in listing \ref{generate-phi-space}, and then doing
1199 a similar pattern of activity manually yeilds an accuracy of around
1200 73%. This is based on very limited worm experience. By training the
1201 worm for longer, the accuracy dramatically improves.
1203 #+caption: Program to generate \Phi-space using manual training.
1204 #+name: manual-phi-space
1205 #+attr_latex: [htpb]
1206 #+begin_listing clojure
1207 #+begin_src clojure
1208 (defn init-interactive []
1209 (def phi-space
1210 (let [experiences (atom [])]
1211 (run-world
1212 (apply-map
1213 worm-world
1214 (merge
1215 (worm-world-defaults)
1216 {:experiences experiences})))
1217 @experiences))
1218 (def phi-scan (gen-phi-scan phi-space)))
1219 #+end_src
1220 #+end_listing
1222 After about 1 minute of manual training, I was able to achieve 95%
1223 accuracy on manual testing of the worm using =init-interactive= and
1224 =test-empathy-accuracy=. The majority of errors are near the
1225 boundaries of transitioning from one type of action to another.
1226 During these transitions the exact label for the action is more open
1227 to interpretation, and dissaggrement between empathy and experience
1228 is more excusable.
1230 ** Digression: bootstrapping touch using free exploration
1232 In the previous section I showed how to compute actions in terms of
1233 body-centered predicates which relied averate touch activation of
1234 pre-defined regions of the worm's skin. What if, instead of recieving
1235 touch pre-grouped into the six faces of each worm segment, the true
1236 topology of the worm's skin was unknown? This is more similiar to how
1237 a nerve fiber bundle might be arranged. While two fibers that are
1238 close in a nerve bundle /might/ correspond to two touch sensors that
1239 are close together on the skin, the process of taking a complicated
1240 surface and forcing it into essentially a circle requires some cuts
1241 and rerragenments.
1243 In this section I show how to automatically learn the skin-topology of
1244 a worm segment by free exploration. As the worm rolls around on the
1245 floor, large sections of its surface get activated. If the worm has
1246 stopped moving, then whatever region of skin that is touching the
1247 floor is probably an important region, and should be recorded.
1249 #+caption: Program to detect whether the worm is in a resting state
1250 #+caption: with one face touching the floor.
1251 #+name: pure-touch
1252 #+begin_listing clojure
1253 #+begin_src clojure
1254 (def full-contact [(float 0.0) (float 0.1)])
1256 (defn pure-touch?
1257 "This is worm specific code to determine if a large region of touch
1258 sensors is either all on or all off."
1259 [[coords touch :as touch-data]]
1260 (= (set (map first touch)) (set full-contact)))
1261 #+end_src
1262 #+end_listing
1264 After collecting these important regions, there will many nearly
1265 similiar touch regions. While for some purposes the subtle
1266 differences between these regions will be important, for my
1267 purposes I colapse them into mostly non-overlapping sets using
1268 =remove-similiar= in listing \ref{remove-similiar}
1270 #+caption: Program to take a lits of set of points and ``collapse them''
1271 #+caption: so that the remaining sets in the list are siginificantly
1272 #+caption: different from each other. Prefer smaller sets to larger ones.
1273 #+name: remove-similiar
1274 #+begin_listing clojure
1275 #+begin_src clojure
1276 (defn remove-similar
1277 [coll]
1278 (loop [result () coll (sort-by (comp - count) coll)]
1279 (if (empty? coll) result
1280 (let [[x & xs] coll
1281 c (count x)]
1282 (if (some
1283 (fn [other-set]
1284 (let [oc (count other-set)]
1285 (< (- (count (union other-set x)) c) (* oc 0.1))))
1286 xs)
1287 (recur result xs)
1288 (recur (cons x result) xs))))))
1289 #+end_src
1290 #+end_listing
1292 Actually running this simulation is easy given =CORTEX='s facilities.
1294 #+caption: Collect experiences while the worm moves around. Filter the touch
1295 #+caption: sensations by stable ones, collapse similiar ones together,
1296 #+caption: and report the regions learned.
1297 #+name: learn-touch
1298 #+begin_listing clojure
1299 #+begin_src clojure
1300 (defn learn-touch-regions []
1301 (let [experiences (atom [])
1302 world (apply-map
1303 worm-world
1304 (assoc (worm-segment-defaults)
1305 :experiences experiences))]
1306 (run-world world)
1307 (->>
1308 @experiences
1309 (drop 175)
1310 ;; access the single segment's touch data
1311 (map (comp first :touch))
1312 ;; only deal with "pure" touch data to determine surfaces
1313 (filter pure-touch?)
1314 ;; associate coordinates with touch values
1315 (map (partial apply zipmap))
1316 ;; select those regions where contact is being made
1317 (map (partial group-by second))
1318 (map #(get % full-contact))
1319 (map (partial map first))
1320 ;; remove redundant/subset regions
1321 (map set)
1322 remove-similar)))
1324 (defn learn-and-view-touch-regions []
1325 (map view-touch-region
1326 (learn-touch-regions)))
1327 #+end_src
1328 #+end_listing
1330 The only thing remining to define is the particular motion the worm
1331 must take. I accomplish this with a simple motor control program.
1333 #+caption: Motor control program for making the worm roll on the ground.
1334 #+caption: This could also be replaced with random motion.
1335 #+name: worm-roll
1336 #+begin_listing clojure
1337 #+begin_src clojure
1338 (defn touch-kinesthetics []
1339 [[170 :lift-1 40]
1340 [190 :lift-1 19]
1341 [206 :lift-1 0]
1343 [400 :lift-2 40]
1344 [410 :lift-2 0]
1346 [570 :lift-2 40]
1347 [590 :lift-2 21]
1348 [606 :lift-2 0]
1350 [800 :lift-1 30]
1351 [809 :lift-1 0]
1353 [900 :roll-2 40]
1354 [905 :roll-2 20]
1355 [910 :roll-2 0]
1357 [1000 :roll-2 40]
1358 [1005 :roll-2 20]
1359 [1010 :roll-2 0]
1361 [1100 :roll-2 40]
1362 [1105 :roll-2 20]
1363 [1110 :roll-2 0]
1364 ])
1365 #+end_src
1366 #+end_listing
1369 #+caption: The small worm rolls around on the floor, driven
1370 #+caption: by the motor control program in listing \ref{worm-roll}.
1371 #+name: worm-roll
1372 #+ATTR_LaTeX: :width 12cm
1373 [[./images/worm-roll.png]]
1376 #+caption: After completing its adventures, the worm now knows
1377 #+caption: how its touch sensors are arranged along its skin. These
1378 #+caption: are the regions that were deemed important by
1379 #+caption: =learn-touch-regions=. Note that the worm has discovered
1380 #+caption: that it has six sides.
1381 #+name: worm-touch-map
1382 #+ATTR_LaTeX: :width 12cm
1383 [[./images/touch-learn.png]]
1385 While simple, =learn-touch-regions= exploits regularities in both
1386 the worm's physiology and the worm's environment to correctly
1387 deduce that the worm has six sides. Note that =learn-touch-regions=
1388 would work just as well even if the worm's touch sense data were
1389 completely scrambled. The cross shape is just for convienence. This
1390 example justifies the use of pre-defined touch regions in =EMPATH=.
1392 * COMMENT Contributions
1394 In this thesis you have seen the =CORTEX= system, a complete
1395 environment for creating simulated creatures. You have seen how to
1396 implement five senses including touch, proprioception, hearing,
1397 vision, and muscle tension. You have seen how to create new creatues
1398 using blender, a 3D modeling tool. I hope that =CORTEX= will be
1399 useful in further research projects. To this end I have included the
1400 full source to =CORTEX= along with a large suite of tests and
1401 examples. I have also created a user guide for =CORTEX= which is
1402 inculded in an appendix to this thesis.
1404 You have also seen how I used =CORTEX= as a platform to attach the
1405 /action recognition/ problem, which is the problem of recognizing
1406 actions in video. You saw a simple system called =EMPATH= which
1407 ientifies actions by first describing actions in a body-centerd,
1408 rich sense language, then infering a full range of sensory
1409 experience from limited data using previous experience gained from
1410 free play.
1412 As a minor digression, you also saw how I used =CORTEX= to enable a
1413 tiny worm to discover the topology of its skin simply by rolling on
1414 the ground.
1416 In conclusion, the main contributions of this thesis are:
1418 - =CORTEX=, a system for creating simulated creatures with rich
1419 senses.
1420 - =EMPATH=, a program for recognizing actions by imagining sensory
1421 experience.
1423 # An anatomical joke:
1424 # - Training
1425 # - Skeletal imitation
1426 # - Sensory fleshing-out
1427 # - Classification